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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Visible Cloud Caller 1.7.0Adds a display effect to Cloud Caller's storm effect, similar to the Thunderstorm spell. Items Vault 1.7.0Donators/Buyers bonus! 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.
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! 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. 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 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: Class+Race Pack 1.7.4Embers of Rage 1.7.4Official Expansion!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. Ashes of Urh'Rok 1.7.4Official Expansion!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. 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 |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Harbinger |
| Level / Exp | 27 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by Emobeth the red ooze at level 21 on the 21st Wealth 122nd year of Ascendancy at 14:49 3 / 3Killed by Emobeth the red ooze at level 21 on the 21st Wealth 122nd year of Ascendancy at 15:41 Killed by Yeqba the quasit at level 26 on the 37th Dearth 122nd year of Ascendancy at 02:33 |
Primary Stats
| Strength | 30 (base 12) |
| Dexterity | 23 (base 10) |
| Constitution | 60 (base 10) |
| Magic | 27 (base 10) |
| Willpower | 89.157908718807 (base 58) |
| Cunning | 78.438605812539 (base 50) |
Resources
| Life | 1062/1062 |
| Equilibrium | 18 |
| Healing Factor | 1.396525739076 |
| Regeneration | 19.339026727472 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +26.7269163794% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| See Stealth | 10 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 102 |
| Accuracy | 63 |
| Crit Chance | 35% |
| APR | 52 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 88 |
| Accuracy | 63 |
| Crit Chance | 35% |
| APR | 52 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 55% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +17% |
| Arcane | +19% |
| Cold | +30% |
| All | +10% |
| Darkness | +18% |
| Light | +25% |
| Physical | +18% |
| Mind | +20% |
| Lightning | +33% |
| Fire | +25% |
| Nature | +45% |
Offense: Damage Penetration
| Nature | +40% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 25 (53.292302510663%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 46 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 31%( 70%) |
| Physical | + 40%( 73%) |
| Cold | + 40%( 73%) |
| All | + 27%( 70%) |
| Lightning | + 49%( 73%) |
| Light | + 51%( 70%) |
| Fire | + 40%( 73%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Stun Resistance | 97% |
| Confusion Resistance | 32% |
| Poison Resistance | 13% |
| Blind Resistance | 32% |
| Disarm Resistance | 49% |
| Bleed Resistance | 20% |
| Pinning Resistance | 69% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 74% |
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 391 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 16% for 2 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Wild-gift / Thunder | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Supercell | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Cyclone | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Blaze | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Endurance | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Rain | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Psiblades |
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 lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved talent Resonance Field (+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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed minotaur nose. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed giant spider spinneret. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed xorn fragment. | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Mayekira (5 def, 7 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +7 Defense +5 (+2 eff.) Fatigue +2% Crit.chn- 5.00% Phys.save +15 (+5 eff.) Spell.save +6 (+2 eff.) Mind.save +13 (+4 eff.) 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. |
| Light source | brass lantern 'Phlegmoblivion' =+15% ntr pen=2.0 T1 lite [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% physical Res.pen +15% nature ----- def ----- Armour +6 Die.at -40.00 life ---------- misc 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. |
| On head | iron helm 'Stormwarden' (0 def, 3 armour) =+5% ntr pen=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +15% nature Res.pen +5% nature On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (4 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+3 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+2 eff.) Spell.save +10 (+4 eff.) Max.HP +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | evasive yew totem of healing [power 254] (15 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 254 Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | voratun ring 'Tundraspitter'0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Con +7 Mag dps ---------- Dmg.mod +12% cold Acc +10 (+4 eff.) ----- def ----- Spell.save +14 (+5 eff.) Max.HP +30.00 HP.reg +1.00 Disarm- +39% Pinning- +37% Stun/Frz- +42% Knockbk- +34% ---------- misc Max.stam +20.00 Rings make your fingers look great! |
| On fingers | Saleldatta the Glintblur0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +3% light ----- def ----- Resists +6% nature +5% blight HP.reg +2.00 Poison- +13% Disease- +10% Cut- +20% Disarm- +10% Stun/Frz- +23% 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 | Healfame (102 - 112 damage, 45 apr, nature damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 13.5 - 14.9 Nature Uses 92% Wil, 55% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +45 Crit +3.5% Atk.spd 100% Melee+ +4 nature While equipped: Stats +4 Str +3 Dex +4 Mag +5 Wil +1 Cun +3 Con dps ---------- Mind.crit +8% Mind.pwr +11 (+3 eff.) Melee+ 8 lightning Dmg.mod +9% lightning Res.pen +10% lightning Melee Ret 8 physical ----- def ----- Resists +9% lightning Max.HP +32.00 HP.reg +1.00 ---------- misc Hate/m.crit +2.00 Psi/m.crit +3.00 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. |
| 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 | thorny mindstar 'Glitterswift' (88 - 96 damage, 45 apr, nature damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 7.5 - 8.2 Nature Uses 92% Wil, 55% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +45 Crit +3.5% Atk.spd 100% On Crit.r2 +16 light While equipped: Stats +4 Str +3 Dex +3 Mag +5 Wil +5 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +11 (+3 eff.) Melee+ 5 lightning 16 mind 11 darkness Dmg.mod +4% lightning +10% mind +8% darkness Res.pen +5% lightning ----- def ----- Resists +8% lightning +3% light ---------- misc 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. |
| Cloak | Korerondil the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Resists +12% light +6% nature Die.at -80.00 life HP.reg +4.00 Disease- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | woollen robe 'Brodirak' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +7% acid +5% physical +12% light +9% fire +8% cold +9% arcane +10% all Melee Ret 4 blight ----- def ----- Resists +11% acid +10% physical +18% light +11% cold +10% fire +9% all ---------- misc Max.vim +20.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
heroism infusion of the wizard (die at -374; dur 7; cd 25)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 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 7 turns. While Heroism is active, you will only die when reaching -374 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 374 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the psychic (speed 667%; 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 667% 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. |
wild infusion (res 15%; physical; dur 4; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 duelist (res 19%; magical; dur 4; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 32%; mental; dur 4; 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 32% for 4 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 |
clarifying copper amulet of willpower (+3) =-21% conf=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +11% mind Confus- +21% Amulets make your neck look great! |
copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
grounding copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +10% lightning Stun/Frz- +22% Amulets make your neck look great! |
Rimenull0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +4.0% Phys.pwr +20 (+7 eff.) Dmg.mod +6% cold ----- def ----- Defense +15 (+5 eff.) Resists +12% cold +21% fire +3% temporal Amulets make your neck look great! |
stralite amulet0.1 T4 amulet jewelry [Normal] Amulets make your neck look great! |
Gunildil the copper ring =-80 HP=0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Con dps ---------- Crit.mult +5.00% Dmg.mod +11% arcane Res.pen +5% physical Apr +1 ----- def ----- Resists +11% arcane Phys.save +9 (+3 eff.) Die.at -60.00 life Rings make your fingers look great! |
Lightningviper0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Str +2 Wil dps ---------- Dmg.mod +3% nature ----- def ----- Resists +6% lightning Crit.chn- 15.00% Mind.save +6 (+2 eff.) Confus- +20% ---------- misc Light +3 Rings make your fingers look great! |
Stormtrail the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex +2 Cun +3 Con dps ---------- Dmg.mod +3% lightning Acc +6 (+2 eff.) ----- def ----- Resists +5% arcane Crit.chn- 15.00% Rings make your fingers look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +23% Rings make your fingers look great! |
rogue's copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% nature ----- def ----- Defense +6 (+2 eff.) Resists +20% nature Rings make your fingers look great! |
solipsist's copper ring0.1 T1 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Spell.save +6 (+2 eff.) Rings make your fingers look great! |
Sleetquick the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% lightning Res.pen +15% acid +20% cold Melee Ret 4 cold ----- def ----- Resists +28% lightning +6% cold +9% mind Rings make your fingers look great! |
gold ring 'Sparkwrack'0.1 T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Melee+ 7 physical Ranged+ 13 physical Dmg.mod +13% cold Res.pen +15% lightning On Hit (Melee): * 12% chance to reduce all saves and defense by 36 * 20% chance to gain 10% of a turn (3/turn limit) On Hit (Ranged): * 12% chance to reduce all saves and defense by 36 ----- def ----- Resists +6% lightning +26% cold Mind.save +8 (+2 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +10.00 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! |
solipsist's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +7 (+3 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! |
wizard's stralite ring of sensing0.1 T4 ring jewelry [Ego] Arcane While equipped: Stats +6 Mag ----- def ----- Spell.save +12 (+4 eff.) Blind- +36% ---------- misc Infravis +3 See.Stealth +11 See.Invis +12 Rings make your fingers look great! |
Manelen (34 - 54 damage, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Nature Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit.r2 +44 fire While equipped: dps ---------- All.spd +4% Dmg.mod +6% mind Res.pen +10% fire ----- def ----- Resists +6% fire Spell.save +9 (+3 eff.) Disarm- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed swords. |
arcing dwarven-steel dagger of corruption (28 - 37 damage, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane Power 22.0 - 28.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: 20% Curse of Impotence 3 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly. |
dwarven-steel dagger of crippling (25 - 33 damage, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 15.5 - 20.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Sharp, short and deadly. |
enhanced dwarven-steel dagger of projection (25 - 33 damage, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Nature/Psionic Power 15.0 - 19.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +6 Str +4 Dex +5 Mag +5 Wil +7 Cun +5 Con Sharp, short and deadly. |
warbringer's dwarven-steel dagger of phasing (28 - 37 damage, 15 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Master Power 22.0 - 28.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +6.0% Atk.spd 100% Phasing +13% While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +13% Sharp, short and deadly. |
creative thorny mindstar of resolve (65 - 72 damage, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/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% While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.crit +3% Crit.mult +7.00% Mind.pwr +6 (+2 eff.) ----- def ----- Spell.save +3 (+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. |
thorny mindstar 'Furnacebrace' (64 - 70 damage, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 7.5 - 8.2 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.r2 +12 acid While equipped: dps ---------- Mind.crit +8% Mind.pwr +6 (+2 eff.) Dmg.mod +12% fire On Hit (Melee): * 20% chance to reduce armor by 17% ---------- misc Hate/m.crit +3.00 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. |
thorny mindstar of venom (65 - 72 damage, 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.) Melee+ 7 acid Dmg.mod +6% acid Res.pen +9% acid ----- def ----- Resists +4% acid HP.reg +3.00 ---------- 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. |
woollen robe 'Lavasting' (5 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +4 Dex +5 Con dps ---------- Crit.mult +15.00% Dmg.mod +13% nature Res.pen +10% fire ----- def ----- Defense +5 (+2 eff.) Resists +6% fire +9% all Poison- +30% Disease- +26% ---------- misc Psi/ret +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glintsquall the cured leather armour (6 def, 4 armour)9.0 T2 light armor [Rare] Disrupt While equipped: dps ---------- Melee Ret 4 light ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +12% darkness +13% blight +12% fire +12% nature +6% light ---------- misc Light +3 A suit of armour made of leather. |
troll-hide hardened leather armour of the deep (9 def, 9 armour)9.0 T3 light armor [Ego++] Nature While equipped: ----- def ----- Armour +9 Defense +9 (+3 eff.) Fatigue +8% Resists +7% acid +10% cold Max.HP +45.00 HP.reg +3.70 Heal.mod +11% ---------- misc Breathe water A suit of armour made of leather. |
Glimmergrind (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Arcane While equipped: dps ---------- Mind.pwr +20 (+5 eff.) Melee+ 9 acid 10 fire Dmg.mod +6% light Res.pen +25% temporal Melee Ret 10 acid 10 fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 Fatigue +22% Resists +12% acid +11% fire Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.16 A suit of armour made of metal plates. |
Viperdare the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% nature +6% acid Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Xadara the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Phys.crit +2.0% Crit.mult +5.00% Phys.pwr +4 (+2 eff.) Melee Ret 2 physical ----- def ----- Armour +2 Spell.save +7 (+3 eff.) ---------- misc Light +1 Infravis +2 Size +1 A belt that goes around your waist. |
rough leather belt 'Falidil'1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 17% ----- def ----- Armour +4 Fatigue -4% Spell.save +6 (+2 eff.) Knockbk- +20% ---------- misc Max.enc +21 A belt that goes around your waist. |
rough leather belt 'Sootgore' =+20% fire pen=1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +12% darkness Res.pen +10% darkness +20% fire ----- def ----- Resists +3% fire ---------- misc Mana/turn +0.12 Max.mana +21.00 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 167, 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. |
Bethalaith the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +9% mind ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning Disarm- +20% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emywyn (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Str dps ---------- Dmg.mod +3% blight ----- def ----- Defense +7 (+3 eff.) Resists +9% acid +3% blight Phys.save +5 (+2 eff.) ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gleba the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+1 eff.) Resists +3% blight +6% mind Phys.save +12 (+4 eff.) Mind.save +7 (+2 eff.) Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hathydundur (21 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +21 (+7 eff.) Resists +12% nature Crit.chn- 10.00% Max.HP +36.00 Heal.mod +20% Cut- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Thunderward the linen cloak (1 def, 0 armour) =+32 HP +15% mind pen=2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +15% mind ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning +9% acid Spell.save +15 (+5 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Vorunne' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil dps ---------- Phys.crit +1.0% ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+2 eff.) ---------- misc Stam/turn +3.00 See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Islama the Shiverstinger (0 def, 1 armour) =blink=2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Dmg.mod +3% cold Melee Ret 4 lightning 6 cold ----- def ----- Armour +1 Resists +3% cold +3% fire Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
Mayovea the Cloudbutcher (0 def, 1 armour) =-20% stun=2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% lightning On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Armour +1 Silence- +21% Confus- +22% Stun/Frz- +20% ---------- misc Equi/ret +0.08 Psi/ret +0.12 Hate/m.crit +1.00 Max.psi +10.00 A pair of boots made of leather. |
pair of rough leather boots 'Berekalthosus' (10 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Cun +3 Con ----- def ----- Armour +1 Defense +10 (+4 eff.) Resists +3% blight +6% fire Die.at -40.00 life Rush: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 25/25. Range 9 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. A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Masteries +0.20 Wild-gift/Blizzard Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Curelace (0 def, 3 armour) =+5% ntr pen +10% mind pen=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% nature +10% mind ----- def ----- Armour +3 Fatigue +2% Resists +3% nature +6% mind ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Freezegash' (0 def, 3 armour) =+22 enc=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Mind.pwr +15 (+4 eff.) Res.pen +5% physical ----- def ----- Armour +3 Fatigue -3% Resists +12% cold Phys.save +6 (+2 eff.) Mind.save +3 (+1 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Grinudil the dwarven-steel gauntlets (0 def, 2 armour) =-25% disarm=1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +3 Str dps ---------- Melee+ 5 light Dmg.mod +4% light Acc +7 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +5% light Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) HP.reg +1.00 Disarm- +25% ---------- misc Stam/turn +0.70 Max.stam +10.00 Light +2 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. |
Lorontir the Dawnwake (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 14 nature Dmg.mod +10% nature +6% temporal Melee Ret 2 light ----- def ----- Armour +2 Fatigue +3% Resists +12% nature HP.reg +2.00 ---------- misc Stam/turn +0.80 Max.stam +15.00 Light +2 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. |
corrosive dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 8 acid Dmg.mod +5% acid Acc +14 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +5% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Tundrablur' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Cun +4 Mag dps ---------- Dmg.mod +27% cold On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Fatigue +3% Resists +12% cold +8% light +6% darkness ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 2.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 56.25 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +9 (+3 eff.) Acc +8 (+3 eff.) Apr +10 ----- def ----- Armour +2 Fatigue +3% Resists +7% blight Spell.save +11 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +7 (+3 eff.) Acc +7 (+3 eff.) Apr +6 ----- def ----- Armour +2 Fatigue +3% Resists +5% blight Spell.save +9 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+3 eff.) On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +11 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+4 eff.) Acc +7 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+3 eff.) Mind.save +6 (+2 eff.) Disarm- +35% 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. |
restful voratun gauntlets of magic (+2) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +3 Fatigue +5% HP.reg +6.00 ---------- misc Stam/turn +1.10 Max.stam +29.00 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. |
Smolderbringer (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +12% fire +3% acid Melee Ret 2 acid ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal +3% fire A cap made of leather. |
Xerotha the Skysweep (0 def, 1 armour) =depths=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 29% ----- def ----- Armour +1 Fatigue +1% Resists +12% lightning +5% cold +6% darkness +9% fire ---------- misc Breathe water A cap made of leather. |
Uliredas the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Str +2 Wil +3 Cun dps ---------- Phys.crit +1.0% Phys.pwr +10 (+4 eff.) Mind.pwr +4 (+1 eff.) Res.pen +10% physical Acc +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% ---------- misc Stam/turn +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Shinejeer' (0 def, 3 armour) =+15% fire pen=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +3 Dex dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +15% fire Melee Ret 2 light ----- def ----- Armour +3 Fatigue +5% Resists +2% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 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. |
11 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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. |
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. |
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. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
202 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. |
Bleakstone2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind Res.pen +15% darkness +5% fire On Hit (Melee): * 10% chance to reduce all saves and defense by 36 ----- def ----- Resists +6% darkness +9% fire Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cuthesagund the brass lantern2.0 T1 lite [Rare] Arcane While equipped: Stats +4 Cun dps ---------- Phys.crit +1.0% Acc +10 (+4 eff.) Melee Ret 12 fire ----- def ----- Resists +1% physical +6% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Snowclash2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Dmg.mod +9% cold Res.pen +5% cold Melee Ret 2 nature 6 cold On Hit (Melee): * 20% chance to slow global speed by 64% ----- def ----- Resists +3% all Spell.save +6 (+2 eff.) ---------- 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. |
Stormmortal2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +5% lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 36 ----- def ----- Resists +12% mind +3% lightning Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +6 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. |
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. |
Ce'Nada the Ravenpiety (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Dmg.mod +3% fire Res.pen +10% darkness Apr +6 ---------- misc Light +2 See.Invis +3 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 5.5 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +106 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Quenchrip (dig speed 29 turns) =+5% ntr pen +10% mind pen=3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% cold Res.pen +5% nature +10% mind Apr +6 Melee Ret 4 nature 6 cold On Hit (Melee): * 10% chance to reduce all saves and defense by 36 ----- def ----- Resists +6% cold While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 5.5 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +106 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
cleansing dwarven-steel torque of mindblast [power 215] (15 cooldown)2.0 T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 258 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Durklude the Dwarf Harbinger level 23
9th Dearth 122nd year of Ascendancy at 05:20 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Durklude the Dwarf Harbinger level 22
30th Wealth 122nd year of Ascendancy at 00:14 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Durklude the Dwarf Harbinger level 22
30th Wealth 122nd year of Ascendancy at 09:42 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Durklude the Dwarf Harbinger level 10
15th Profit 122nd year of Ascendancy at 11:56 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Durklude the Dwarf Harbinger level 20
12nd Wealth 122nd year of Ascendancy at 10:45 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Durklude the Dwarf Harbinger level 27
38th Dearth 122nd year of Ascendancy at 22:02 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Durklude the Dwarf Harbinger level 6
18th Voratun 122nd year of Ascendancy at 14:42 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Durklude the Dwarf Harbinger level 6
3rd Acquisition 122nd year of Ascendancy at 21:25 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Durklude the Dwarf Harbinger level 14
29th Profit 122nd year of Ascendancy at 16:29 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Durklude the Dwarf Harbinger level 23
1st Dearth 122nd year of Ascendancy at 03:37 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Durklude the Dwarf Harbinger level 16
44th Profit 122nd year of Ascendancy at 07:16 see stats
Log
Durklude's mind surges with critical power!
Durklude hits Durklude for 24 healing, 24 healing (0 total damage) [49 healing].
Durklude hits Neratira the brown bear for 22 fire, 202 nature, 5 nature, 17 lightning, 12 darkness, 25 mind, 151 lightning, 22 fire, 179 nature, 17 lightning, 12 darkness, 25 mind, 20 light, 22 fire, 22 fire, 97 lightning (858 total damage).
Durklude hits Ritch flamespitter (wild summon) for 6 fire, 152 nature, 5 nature, 17 lightning, 12 darkness, 25 mind, 6 fire, 20 light, 6 fire, 197 nature (450 total damage).
Durklude killed Neratira the brown bear!
Durklude killed Ritch flamespitter (wild summon)!
Resting starts...
Durklude is less vulnerable to fire.
Rested for 10 turns (stop reason: all resources and life at maximum).
Durklude picks up (w.): Manelen (34 - 54 damage, 2 apr).
Giant acid ant spits acid!
Durklude resists disarming!
Giant acid ant hits Durklude for 30 acid damage.
Durklude uses Vortex.
Giant acid ant is pulled in!
Durklude performs a melee critical strike against Giant acid ant!
Durklude's mind surges with critical power!
Durklude performs a melee critical strike against Giant acid ant!
Durklude receives 37 healing.
Durklude hits Giant acid ant for 28 fire, 302 nature (330 total damage).
Durklude killed Giant acid ant!
Resting starts...
Talent Vortex is ready to use.
Rested for 11 turns (stop reason: all resources and life at maximum).











































































