












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Mannendake's Improved Auto-explore and Rest 1.7.2Quality 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 1.7.0An 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 1.7.0If 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 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.7.5This 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. Command Multiple Staffs 1.7.0Modifies the Command Staff talent to work on a staff wielded in the offhand, psionic focus or other non-mainhand slot. If you are wielding multiple staffs, the talent will prompt you to choose one to modify. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Class+Race Pack 1.7.4Adds 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: Staff of Bones Fix 1.7.0An experimental addon that attempts to clean up behind a long-standing bug with the Staff of Bones from the Forbidden Cults DLC (required). Should work preemptively or retroactively. Frequently Asked Questions: Also available as part of the Bugnibus Bugfix Pack. Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. 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 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 | Dwarf |
| Class | Harbinger |
| Level / Exp | 32 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by Lisythra the rogue at level 24 on the 5th Shortage 122nd year of Ascendancy at 04:26 2 / 4Killed by Siloda the vampire at level 30 on the 26th Shortage 122nd year of Ascendancy at 02:12 Killed by Bethywyn the barrow wight at level 32 on the 1st Iron 123rd year of Ascendancy at 19:11 Killed by Nerymivena the ghoul at level 32 on the 3rd Iron 123rd year of Ascendancy at 03:06 |
Primary Stats
| Strength | 35 (base 18) |
| Dexterity | 32 (base 10) |
| Constitution | 49 (base 10) |
| Magic | 29 (base 10) |
| Willpower | 71 (base 60) |
| Cunning | 66 (base 60) |
Resources
| Life | 1049/1049 |
| Equilibrium | 0 |
| Psi | 161/161 |
| Healing Factor | 1.3397623458459 |
| Regeneration | 10.514395691108 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -38.7576945402% |
| Spell | 0% |
| Global | +106% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 4 |
| See Stealth | 10 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 58 |
| Crit Chance | 25% |
| APR | 31 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 74 |
| Accuracy | 58 |
| Crit Chance | 25% |
| APR | 31 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 59 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +21% |
| Lightning | +19% |
| Cold | +18% |
| Temporal | +5% |
| Blight | +22% |
| Arcane | +6% |
| Fire | +21% |
| All | 0% |
Offense: Damage Penetration
| Physical | +20% |
| Lightning | +5% |
| Fire | +8% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 28.091653203041 (73.020616994918%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 45 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Blight | + 29%( 70%) |
| Arcane | + 29%( 70%) |
| Cold | + 35%( 73%) |
| All | + 25%( 70%) |
| Darkness | + 34%( 70%) |
| Light | + 32%( 70%) |
| Temporal | + 31%( 70%) |
| Physical | + 31%( 73%) |
| Lightning | + 37%( 73%) |
| Fire | + 52%( 73%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 10% |
| Bleed Resistance | 26% |
| Confusion Resistance | 10% |
| Knockback Resistance | 40% |
| Stun Resistance | 79% |
| Poison Resistance | 26% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 477 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: 10 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 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 201 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Thunder | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Blizzard | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Supercell | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Cyclone | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Blaze | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Endurance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Rain | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | Increases defense by 14. 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 injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)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 2 of Dreadfell. Escort: injured seer (level 2 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 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 214. | 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. | 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: * You've found the needed bear paw. * You've found the needed black mamba head. * You've found the needed wretchling eyeball. 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 honey tree root. * You've found the needed sandworm tooth. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vampire lord fang. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed green worm. * '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.' | 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! | active |
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 within11 lumberjacks have died. | done |
Equipment
| On feet | Dourhunt the pair of dwarven-steel boots (6 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mov.spd +25% Dmg.mod +15% darkness On Hit (Melee): * 10% chance to slow global speed by 63% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +3% Phys.save +6 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+1 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 21 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Samerehir'1.0 T3 lite [Rare] Master While equipped: ----- def ----- Resists +3% acid +9% fire +5% arcane +9% light Stun/Frz- +20% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Blackvault the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +5 Dex +3 Con dps ---------- Dmg.mod +6% darkness Res.pen +20% physical On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Armour +4 Fatigue +4% Resists +12% darkness ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Floesever the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Dex dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 8 temporal Ranged+ 9 temporal Dmg.mod +6% arcane +5% temporal Acc +10 (+4 eff.) Melee Ret 8 cold ----- def ----- Armour +2 Fatigue +3% Resists +6% cold +8% temporal 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. |
| Tool | supercharged ash totem of summon tentacle [power 205] (23/31 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 453 Base Damage: 231 Armor: 0 All Resist: 0 Puts all charms on 31 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Tempestquencher =-27% stun=0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Dex +4 Mag dps ---------- Dmg.mod +9% lightning Res.pen +5% lightning ----- def ----- Resists +9% lightning HP.reg +4.00 Stun/Frz- +27% Rings make your fingers look great! |
| On fingers | Hellswilter the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Dex +2 Wil dps ---------- Res.pen +5% acid ----- def ----- Resists +12% fire HP.reg +2.00 Stun/Frz- +22% ---------- misc See.Invis +3 Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | pulsing mindstar of flames (74 - 82 damage, 31 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +31 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +6% Melee+ 12 fire Dmg.mod +12% fire Res.pen +8% fire ----- def ----- Resists +7% fire ---------- 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 | 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 off hand | inquisitor's pulsing mindstar (74 - 81 damage, 31 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Disrupt Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +31 Crit +4.5% Atk.spd 100% On Crit: * Deals 99 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 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. |
| Cloak | Infernosmash the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Str +3 Dex dps ---------- Dmg.mod +3% fire ----- def ----- Defense +1 (+0 eff.) Crit.chn- 15.00% Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 15 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 36%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Inventory
Primal Infusion (affinity 17%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] 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 heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 179; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 179 then cleanse 1 wound, poison, and disease effect. 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 |
healing infusion of the sneak (heal 187; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 187 then cleanse 1 wound, poison, and disease effect. 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 |
healing infusion of the sneak (heal 215; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 215 then cleanse 1 wound, poison, and disease effect. 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 |
heroism infusion of the psychic (die at -479; dur 6; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -479 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 479 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 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 psychic (speed 613%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 613% 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. |
regeneration infusion of the duelist (heal 186; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 186 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 29%; mental; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 |
wild infusion of the titan (res 26%; magical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
wild infusion of the warrior (res 23%; mental; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; acid, physical, blight, cold, nature, fire)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 3 physical, 4 blight, 3 cold, 5 nature, 3 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Brandvile the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +2 Wil +4 Cun ----- def ----- Armour +4 Defense +5 (+1 eff.) Resists +14% fire +12% cold ---------- misc See.Invis +3 Amulets make your neck look great! |
protective copper amulet =+3% res cap=0.1 T1 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Res.Cap +3% all Phys.save +9 (+3 eff.) Amulets make your neck look great! |
serendipitous copper amulet0.1 T1 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Unseen.red 11% Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Nerinn the steel amulet =-28% stun=0.1 T2 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +15% lightning +15% light +6% darkness Mind.save +15 (+5 eff.) Blind- +20% Disease- +20% Cut- +10% Confus- +20% Stun/Frz- +28% Amulets make your neck look great! |
Neryba the Noonpain0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Mag dps ---------- Melee Ret 2 arcane 2 light ----- def ----- Resists +12% fire +3% light +12% cold Phys.save +12 (+4 eff.) Spell.save +11 (+4 eff.) Mind.save +12 (+4 eff.) Amulets make your neck look great! |
gold amulet 'Furnacespawn'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +8 Dex +6 Cun +6 Con dps ---------- Mind.crit +5% Mind.pwr +30 (+8 eff.) Mov.spd +10% Res.pen +20% arcane ----- def ----- Fatigue -7% Resists +6% fire HP.reg +4.00 ---------- misc Stam/turn +0.80 Equi/ret +0.20 Max.hate +10.00 Amulets make your neck look great! |
stralite amulet 'Brodirim' =+2 sight=0.1 T4 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +4 Mag dps ---------- Spell.crit +1% Res.pen +10% arcane ----- def ----- Armour +8 Resists +13% fire +24% cold Blind- +23% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.stam +20.00 Max.vim +30.00 Infravis +6 Sight +2 See.Invis +8 Amulets make your neck look great! |
stralite amulet 'Smolderwrack'0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +7 Cun +11 Con dps ---------- Mov.spd +10% Dmg.mod +12% blight +6% fire Res.pen +10% blight Melee Ret 4 fire ----- def ----- Fatigue -7% Resists +6% blight +9% physical Phys.save +12 (+4 eff.) Max.HP +51.00 HP.reg +8.00 ---------- misc Stam/turn +1.70 Amulets make your neck look great! |
Cloudtitan the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Mag dps ---------- Spell.crit +1% Melee Ret 4 blight ----- def ----- Resists +12% lightning Phys.save +7 (+2 eff.) Spell.save +19 (+7 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! |
Zerobers0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +7 Str dps ---------- Dmg.mod +3% acid +11% cold ----- def ----- Resists +6% acid +22% cold Rings make your fingers look great! |
copper ring of misery0.1 T1 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 6 physical Ranged+ 7 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 35 On Hit (Ranged): * 10% chance to reduce all saves and defense by 35 ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 158% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 59%. Rings make your fingers look great! |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +23.00 Disarm- +23% Pinning- +23% Knockbk- +23% Rings make your fingers look great! |
mule's copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Fatigue -5% Resists +20% cold ---------- misc Max.enc +20 Rings make your fingers look great! |
Zubobeth the Plaguevenom0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% acid On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Resists +34% acid +6% mind +6% light Crit.chn- 10.00% Heal.mod +15% Stun/Frz- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
steel ring 'Camyrig'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +1 Mag +1 Wil +4 Cun +5 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +6 Silence- +22% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
steel ring 'Ravensun'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Wil +1 Cun +3 Con dps ---------- Mind.pwr +20 (+5 eff.) On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Resists +15% darkness Spell.save +11 (+4 eff.) Mind.save +6 (+2 eff.) ---------- misc Max.stam +18.00 Max.hate +8.00 Rings make your fingers look great! |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% ---------- misc Masteries +0.20 Psionic/Blade defense This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
gold ring of warding0.1 T3 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +10% acid +16% fire +16% lightning +13% cold Rings make your fingers look great! |
rogue's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +2 Cun dps ---------- Acc +9 (+3 eff.) Apr +8 ----- def ----- Defense +13 (+4 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! |
savior's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+3 eff.) Apr +9 ----- def ----- Defense +10 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +8 (+2 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! |
Eclipse (30 - 36 damage, 4 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+3 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Searing Light -1 Solar Light -1 Lunar Ray -1 Moonlight Ray -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Lelozilakor (36 - 54 damage, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 20.5 - 30.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit.r2 +8 acid On Hit: * 20% chance to reduce armor by 19% While equipped: dps ---------- Acc +12 (+4 eff.) On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Defense +12 (+4 eff.) Resists +6% cold Phys.save +3 (+1 eff.) Disease- +20% Silence- +20% Disarm- +40% Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed battleaxes. |
Strikemaster the steel mace (32 - 45 damage, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +12% blight Melee Ret 8 arcane 6 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 10 ----- def ----- Resists +9% lightning Spell.save +9 (+3 eff.) Blunt and deadly. |
Yaridurab the Prismraider (68 - 74 damage, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 9.0 - 9.9 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% On Crit.r2 +8 blight While equipped: Stats +7 Mag dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 10 mind 7 darkness Dmg.mod +6% mind +6% darkness Res.pen +25% light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% blight ---------- misc Mana/s.crit +2.00 Vim/s.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. |
Blindraven (75 - 83 damage, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Str +2 Mag +6 Cun +2 Con dps ---------- Mind.crit +7% Crit.mult +12.00% Mind.pwr +8 (+2 eff.) Dmg.mod +6% nature ----- def ----- Resists +6% blight Disease- +19% ---------- misc Hate/m.crit +4.00 Psi/m.crit +3.00 Light +3 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. |
absorbing pulsing mindstar of clarity (73 - 80 damage, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 12.0 - 13.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- Resists +9% lightning +13% fire +5% cold Mind.save +6 (+2 eff.) ---------- misc Max.psi +10.00 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. |
pulsing mindstar of venom (75 - 83 damage, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 10 acid Dmg.mod +8% acid Res.pen +12% acid ----- def ----- Resists +12% 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. |
wyrm's pulsing mindstar of balance (75 - 83 damage, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 5 lightning 2 physical 4 fire 5 acid 5 cold ----- def ----- Resists +6% lightning +4% physical +4% cold +4% fire +4% acid Phys.save +4 (+1 eff.) Spell.save +8 (+3 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +1.10 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. |
keeper's yew longbow of dexterity (+8)4.0 T3 longbow 2H weapon Reqs Shoot [Ego+] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +8 Dex dps ---------- Dmg.mod +12% physical +20% temporal Res.pen +19% physical +11% temporal ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
Toxinwreath the hardened leather sling4.0 T3 sling 1H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +34 fire On Hit.r1 +8 nature On Crit.r2 +16 nature While equipped: dps ---------- Dmg.mod +9% arcane +15% fire On Hit (Ranged): * 20% chance to slow global speed by 63% ----- def ----- Resists +5% arcane +12% fire Slings are used to hurl stones or metal shots at your foes. |
quiver of ash arrows 'Hazevault' (19/19, 35 - 49 damage, 7 apr)3.0 T2 arrow ammo [Rare] Arcane Power 22.0 - 30.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 19 Ranged+ +17 blight +20 cold On Hit.r1 +20 cold On Crit.r2 +20 arcane On Hit: * 18% chance to reduce strength, dexterity, and constitution by 10 Arrows are used with bows to pierce your foes to death. |
Layann (0 def, 6 armour, 81.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex +5 Mag +3 Wil dps ---------- Res.pen +20% blight On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Armour +6 Fatigue +8% Resists +6% blight +24% cold +12% mind ---------- misc See.Invis +12 Talents +1 Block Handheld deflection devices. |
Freezeravager (10 def, 4 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +16% blight ----- def ----- Armour +4 Defense +10 (+3 eff.) Resists +16% blight +3% physical +6% cold +11% all Die.at -60.00 life Stun/Frz- +20% Knockbk- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+4 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. |
Duviderim the silk robe (0 def, 0 armour) =dreamer=2.0 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Dmg.mod +26% darkness +19% temporal Res.pen +25% arcane +20% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +16% mind +19% temporal +54% darkness +13% all Phys.save +17 (+6 eff.) Spell.save +17 (+6 eff.) Mind.save +23 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arerilaith the Glittertitan =-20% blind=1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% lightning +5% temporal Crit.chn- 5.00% Blind- +20% Cut- +10% Knockbk- +10% A belt that goes around your waist. |
Phlegmstar =20% -spd=1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +6% acid Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Resists +3% acid Phys.save +6 (+2 eff.) A belt that goes around your waist. |
rough leather belt 'Xalle' =-20% conf=1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Melee Ret 4 physical ----- def ----- Resists +9% blight +6% fire +3% mind +7% cold Spell.save +6 (+2 eff.) Confus- +20% ---------- misc Max.stam +10.00 A belt that goes around your waist. |
Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 172, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Xeryvena the Dourstake (1 def, 0 armour) =10% -dam=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Melee Ret 6 darkness On Hit (Melee): * 10% chance to slow global speed by 63% * 10% chance to reduce damage dealt by 28% ----- def ----- Defense +1 (+0 eff.) Resists +12% cold +6% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Filthvortex' (1 def, 6 armour) =+25% ntr pen=2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +9% nature Res.pen +25% nature ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +6% lightning +12% cold +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Snowrigor' (1 def, 0 armour) =+15% cold pen=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Phys.crit +3.0% Dmg.mod +3% physical Res.pen +15% cold Acc +20 (+7 eff.) Apr +3 ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nuntir the Umbragrind (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +3 Wil +2 Cun dps ---------- Mind.pwr +15 (+4 eff.) Res.pen +5% darkness Melee Ret 2 darkness ----- def ----- Armour +1 Resists +3% blight Mind.save +12 (+4 eff.) Disengage: Puts all charms on 15 cooldown Level 2.5 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 156% 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. A pair of boots made of leather. |
Belosemina (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Res.pen +15% mind ----- def ----- Armour +3 Fatigue +2% Resists +3% nature +9% darkness Phys.save +5 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Infernovile the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire Apr +1 ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+2 eff.) Die.at -20.00 life ---------- misc Max.enc +22 Stam/turn +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ivymina the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +1.0% Crit.mult +15.00% Phys.pwr +10 (+4 eff.) Dmg.mod +6% mind Acc +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% Rush: Puts all charms on 25 cooldown Level 3.5 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayibeth (0 def, 5 armour) =-10% blind=3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +15 (+5 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +5 Fatigue +2% HP.reg +2.00 Heal.mod +11% Blind- +10% ---------- misc Stam/turn +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Silumitha (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun +1 Wil dps ---------- Apr +2 Melee Ret 4 physical ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ivonor the pair of dwarven-steel boots (25 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Dmg.mod +9% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Armour +4 Defense +25 (+7 eff.) Fatigue +3% Phys.save +9 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+2 eff.) Max.HP +100.00 HP.reg +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
heroic dwarven-steel gauntlets of the nighthunter (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +2 Cun dps ---------- Acc +7 (+3 eff.) ----- def ----- Armour +6 Fatigue +3% Resists +8% darkness Mind.save +5 (+1 eff.) Max.HP +50.00 ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 24 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Murkshine the linen wizard hat (1 def, 0 armour) =+15% ntr pen=2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Dex +6 Mag +1 Cun dps ---------- Dmg.mod +6% nature Res.pen +15% nature Melee Ret 4 arcane ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Bokarain the Blazewhisper (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +30% fire Res.pen +25% light ----- def ----- Armour +3 Fatigue +3% Resists +12% light ---------- misc Light +3 A cap made of leather. |
Gilyldir (0 def, 15 armour) =-43% conf=2.0 T3 head armor [Rare] Psionic While equipped: ----- def ----- Armour +15 Fatigue +3% Resists +15% acid +15% mind +3% lightning Crit.chn- 10.00% Mind.save +19 (+6 eff.) Cut- +20% Confus- +43% Pinning- +20% Knockbk- +20% A cap made of leather. |
Oakstreak (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +9 Wil +5 Cun dps ---------- Spell.pwr +4 (+1 eff.) Mind.pwr +3 (+1 eff.) S.pwr/crit +4 Dmg.mod +13% darkness Res.pen +5% blight +5% nature Phasing +30% Melee Ret 6 blight ----- def ----- Defense +2 (+0 eff.) Resists +19% darkness A pointy cloth hat, very wizardly... |
hardened leather cap 'Coalzeal' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +6 Dex +4 Cun +4 Con dps ---------- Res.pen +25% darkness Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Armour +3 Fatigue +3% Resists +8% nature +3% mind +6% darkness Phys.save +15 (+5 eff.) Spell.save +4 (+2 eff.) Max.HP +54.00 Heal.mod +13% A cap made of leather. |
Adykira (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Dex +5 Mag +2 Wil +3 Cun +2 Con dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +3% blight Res.pen +25% blight ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Galebreak the iron helm (0 def, 3 armour) =depths=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +5% mind Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +5% Resists +9% lightning +9% cold +3% mind ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ivuwyn the Thunderblast (0 def, 3 armour) =+25% ltng pen=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light +12% lightning Res.pen +25% lightning ----- def ----- Armour +3 Fatigue +5% Resists +3% light ---------- misc Stam/ret +0.80 Equi/ret +0.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sootlash the iron helm (0 def, 3 armour) =10% -dam=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +6% darkness Res.pen +20% cold On Hit (Melee): * 10% chance to reduce damage dealt by 28% ----- def ----- Armour +3 Fatigue +5% Resists +9% darkness +9% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 4.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 144.90 mind damage and cripples the target's higher mental functions, reducing cunning by 17 and confusing (34% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
catburglar's dwarven-steel helm of strength (+4) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +5 Dex ----- def ----- Armour +4 Fatigue +4% Resists +15% darkness ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 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. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
3 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. |
5 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
703 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. |
Cystwinter the brass lantern =20% -spd=2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Resists +9% nature ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Daytide the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Resists +9% darkness +3% temporal Max.HP +82.00 Disarm- +10% ---------- 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. |
Yverimira the Poxspar =10% -spd=2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +15 (+4 eff.) Res.pen +5% mind On Hit (Melee): * 10% chance to slow global speed by 63% ----- def ----- Resists +6% nature Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +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. |
brass lantern 'Morningkin'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Res.pen +15% light Melee Ret 6 blight On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% blight +3% light Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +8 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. |
Scorchspire the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +12% fire Res.pen +15% darkness +25% acid ----- def ----- Resists +12% darkness +6% fire Max.HP +48.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp of clarity1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+3 eff.) ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Light +4 See.Stealth +10 See.Invis +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +6 (+2 eff.) ----- def ----- Resists +3% all Spell.save +9 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Arcobsidian the dwarven-steel pickaxe (dig speed 23 turns) =-10% stun=3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Melee Ret 2 lightning ----- def ----- Resists +3% temporal +3% physical Max.HP +60.00 HP.reg +4.00 Cut- +10% Stun/Frz- +10% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Mayann' (dig speed 15 turns)3.0 T3 digger tool [Rare] Psionic While equipped: Stats +6 Str +1 Mag +5 Wil +3 Con dps ---------- Dmg.mod +9% mind +6% fire ----- def ----- Crit.chn- 10.00% Mind.save +8 (+2 eff.) ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
steel torque of mindblast 'Glitterbloom' [power 185] (23/15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +27% light +3% mind ----- def ----- Resists +9% light Blast the opponent's mind dealing 185 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
extending dwarven-steel torque of clear mind [power 2] (23/25 cooldown)2.0 T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
This item is on your store wish list.elm totem of healing [power 116] (23/15 cooldown) 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ikra the Dwarf Harbinger level 16
36th Profit 122nd year of Ascendancy at 20:39 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Ikra the Dwarf Harbinger level 24
4th Shortage 122nd year of Ascendancy at 19:27 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Ikra the Dwarf Harbinger level 29
21st Shortage 122nd year of Ascendancy at 02:21 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ikra the Dwarf Harbinger level 28
12nd Shortage 122nd year of Ascendancy at 21:37 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ikra the Dwarf Harbinger level 10
3rd Profit 122nd year of Ascendancy at 09:28 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ikra the Dwarf Harbinger level 20
20th Loss 122nd year of Ascendancy at 18:07 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Ikra the Dwarf Harbinger level 30
21st Shortage 122nd year of Ascendancy at 17:04 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Ikra the Dwarf Harbinger level 6
18th Voratun 122nd year of Ascendancy at 13:30 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ikra the Dwarf Harbinger level 6
26th Voratun 122nd year of Ascendancy at 20:19 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Ikra the Dwarf Harbinger level 16
44th Profit 122nd year of Ascendancy at 05:48 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Ikra the Dwarf Harbinger level 24
6th Shortage 122nd year of Ascendancy at 08:03 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ikra the Dwarf Harbinger level 18
13rd Loss 122nd year of Ascendancy at 12:22 see stats
Log
Nerymivena the ghoul converts damage to paradox!
Ikra hits Nerymivena the ghoul for (8 to psi shield), (12 to time), 0 fire, (37 to time), (5 converted), 12 physical (13 total damage).
Nerymivena the ghoul uses Ghoulish Leap.
Nerymivena the ghoul speeds up.
Ikra is confused and fails to use Nature's Touch.
Nerymivena the ghoul's purging blight area effect hits Ikra for (22 flat reduction), 2 blight (2 total damage).
Nerymivena the ghoul receives 41 healing from Nerymivena the ghoul's purging blight area effect.
Nerymivena the ghoul converts damage to paradox!
Nerymivena the ghoul's Beyond the Flesh hits Ikra for (22 flat reduction), 107 physical, (22 flat reduction), 6 physical (114 total damage).
Nerymivena the ghoul receives 53 healing from Temporal Restoration Field.
Melee retaliation hits Nerymivena the ghoul for (2 to psi shield), (1 converted), 2 cold (3 total damage).
Nerymivena the ghoul uses Telekinetic Smash.
Nerymivena the ghoul performs a melee critical strike against Ikra!
Nerymivena the ghoul converts damage to paradox!
Melee retaliation hits Nerymivena the ghoul for (2 to psi shield), (1 converted), 2 cold, (2 to psi shield), (1 converted), 2 cold (6 total damage).
Nerymivena the ghoul hits Ikra for (22 flat reduction), 200 physical, (22 flat reduction), 6 physical, (22 flat reduction), 46 lightning, (22 flat reduction), 155 physical, (22 flat reduction), 6 physical (415 total damage).
Talent Nature's Equilibrium is ready to use.
Nerymivena the ghoul converts damage to paradox!
Ikra hits Nerymivena the ghoul for (9 converted), 23 physical (23 total damage).
Nerymivena the ghoul uses Mindlash.
Nerymivena the ghoul receives 41 healing from Nerymivena the ghoul's purging blight area effect.
Nerymivena the ghoul hits Ikra for (22 flat reduction), 159 physical (159 total damage).
Ikra the level 32 dwarf harbinger was squished to death by Nerymivena the ghoul on level 7 of Dreadfell.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Nerymivena the ghoul killed Ikra!
Saving game...
Saving done.




















































































