








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Merchant on the Map 1.7.0Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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:
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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[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.] 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 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: 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 Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Archmage |
| Level / Exp | 37 / 58% |
| Size | medium |
| Lifes / Deaths | Killed by Sleeping Betyda at level 37 on the 19th Regrowth 124th year of Ascendancy at 09:34 / 1 |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 21 (base 10) |
| Constitution | 23 (base 10) |
| Magic | 102 (base 60) |
| Willpower | 67 (base 60) |
| Cunning | 44 (base 33) |
Resources
| Life | -218/854 |
| Mana | 133/809 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 4.717084440024 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 23 |
| Crit Chance | 29% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 80 |
| Crit Chance | 59% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +9% |
| Lightning | +31% |
| Light | +12% |
| Temporal | +5% |
| Blight | +21% |
| Arcane | +15% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +95% |
| Light | +35% |
| Blight | +40% |
| Mind | +30% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 11 (35.65183292883%) |
| Defense | 65 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 45 |
| Mental Save | 43 |
Defense: Resistances
| Blight | + 42%( 70%) |
| Arcane | + 27%( 70%) |
| Mind | + 29%( 70%) |
| All | + 27%( 70%) |
| Lightning | + 54%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 32%( 70%) |
| Fire | + 32%( 70%) |
| Cold | + 34%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 83% |
| Bleed Resistance | 100% |
| Confusion Resistance | 57% |
| Fear Resistance | 100% |
| Stun Resistance | 74% |
| Poison Resistance | 80% |
| Pinning Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 708 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 84 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (93 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Zubawen the skeleton warrior. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Yarted. Escort: lost warrior (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by 3-headed hydra. Escort: lost warrior (level 2 of Daikara) | failed |
You failed to protect the lost warrior from death by Yarted. Escort: lost warrior (level 5 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * '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 ice wyrm tooth. Marus of Elvala has completed an elixir of mastery without your aid. 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 multi-hued wyrm scale. * You've found the needed pouch of luminous horror dust. * You've found the needed honey tree root. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Flashraven' (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% lightning +9% mind +15% blight Res.pen +10% blight +20% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +3 Resists +3% lightning +6% blight Silence- +36% Confus- +35% Stun/Frz- +24% A pair of boots made of leather. |
| Light source | Flashtouch1.0 T3 lite [Random Unique] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +6% blight +9% fire ----- def ----- Resists +15% blight Max.HP +93.00 HP.reg +4.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Emusewe the cashmere wizard hat (7 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Defense +7 (+2 eff.) Resists +10% lightning +7% temporal Spell.save +3 (+1 eff.) Max.HP +60.00 Silence- +20% Pinning- +20% A pointy cloth hat, very wizardly... |
| Tool | Tulydraroleg the Shinerune [power 200] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +5 Mag dps ---------- Spell.crit +3% Spell.pwr +25 (+5 eff.) S.pwr/crit +6 ---------- misc Light +3 Sting an enemy dealing 200 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
| On fingers | stralite ring 'Lightningflash'0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Con dps ---------- Phys.pwr +9 (+4 eff.) Spell.pwr +7 (+1 eff.) Mind.pwr +10 (+4 eff.) Res.pen +25% lightning +5% mind Acc +11 (+6 eff.) Apr +11 ----- def ----- Defense +12 (+3 eff.) Resists +9% lightning +3% mind Spell.save +15 (+5 eff.) ---------- misc Max.stam +23.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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! |
| On fingers | Voryriavea the stralite ring0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +1 Dex +12 Mag +13 Cun +8 Con dps ---------- Spell.crit +1% Phys.pwr +13 (+6 eff.) Spell.pwr +26 (+5 eff.) ----- def ----- Def/telep +15 Res/telep +6% Dur/telep +26% ---------- misc Mana/turn +0.12 Max.mana +20.00 Infravis +2 See.Invis +6 Rings can have magical properties. This item has been sent to the Item's Vault. |
| Around waist | Gilratta the Nimbussorrow1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% arcane +12% light Res.pen +10% light +25% lightning Melee Ret 4 light ----- def ----- Resists +15% lightning +6% fire +6% cold A belt that goes around your waist. |
| In main hand | Pitchpain of the Blightspawn (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Dex -9 Con dps ---------- Spell.crit +15% Spell.pwr +18 (+4 eff.) S.pwr/crit +2 Dmg.mod +25% lightning Res.pen +5% blight Phasing +15% ----- def ----- Armour +5 Defense +23 (+6 eff.) Shield.pwr +16% ---------- misc Mana/turn +0.04 Mana/s.crit +2.00 Max.vim +40.00 Wards +2 lightning Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | spellstreaming voratun gauntlets of war-making (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +14.0% Spell.crit +20% Mind.crit +9% Crit.mult +9.00% Spell.pwr +7 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% ---------- misc Mana/turn +0.30 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | timebroken elven-silk robe of Angolwen (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +4% Spell.pwr +18 (+4 eff.) S.pwr/crit +5 Dmg.mod +9% arcane +5% temporal ----- def ----- Resists +15% all Silence- +27% ---------- misc Max.mana +68.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Hanasta the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Spell.crit +5% ----- def ----- Defense +2 (+0 eff.) Resists +9% light +3% cold Phys.save +11 (+5 eff.) Mind.save +11 (+4 eff.) Die.at -90.00 life Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +60.00 Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | mindweaver's copper amulet of manastreaming0.1 T1 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Wil +2 Mag dps ---------- Mind.pwr +6 (+2 eff.) S.pwr/crit +3 ----- def ----- Mind.save +6 (+2 eff.) Confus- +12% ---------- misc Mana/turn +0.17 Max.mana +24.00 Amulets make your neck look great! |
Inventory
Rune of the Rift (418.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 438.90 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the psychic (power 22; resist 31%; move 63%; dur 5; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 31% all resistance, you move 63% faster, and you are invisible (power 22). Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 51; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 51 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune (threshold 47; blocks 5; dur 4; cd 14)0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 47 up to 5 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 39; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 39 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Tuloruindil0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +11 Cun +8 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Light +3 Amulets make your neck look great! |
copper ring 'Chalysta'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con ----- def ----- Defense +5 (+1 eff.) Resists +5% arcane Phys.save +6 (+3 eff.) HP.reg +2.00 Heal.mod +10% Rings make your fingers look great! |
Airworth0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +10% lightning Melee Ret 8 darkness 10 lightning ----- def ----- Resists +18% lightning HP.reg +5.00 Stun/Frz- +26% Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.68 cold and 16.68 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
steel ring 'Getydil'0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +5 Str +5 Dex +4 Cun +7 Con dps ---------- Phys.pwr +6 (+3 eff.) Acc +7 (+4 eff.) ----- def ----- Armour +6 Resists +5% arcane Max.HP +20.00 Disarm- +21% Pinning- +38% Knockbk- +20% Rings make your fingers look great! |
Firebreak0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Spell.pwr +25 (+5 eff.) Dmg.mod +6% mind Res.pen +25% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Spell.save +6 (+2 eff.) Silence- +38% ---------- misc Mana/turn +0.23 Vim/s.crit +2.00 Max.vim +30.00 Rings make your fingers look great! |
potent yew magestaff of wizardry (22-26 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 22.0 - 26.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +4 Wil dps ---------- Spell.crit +3% Spell.pwr +18 (+4 eff.) Dmg.mod +22% lightning ---------- misc Max.mana +58.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood magestaff of might (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +21% Crit.mult +12.00% Spell.pwr +12 (+2 eff.) Dmg.mod +25% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blazebringer's steel battleaxe of erosion (22-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Nature Power 21.5 - 32.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 nature On Crit.r2 +49 fire While equipped: dps ---------- All.spd +6% Res.pen +13% fire Massive two-handed battleaxes. |
voratun greatmaul 'Ivovena' (66-99 power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Random Unique] Arcane/Master/Psionic Power 66.0 - 99.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit.r1 +24 fire On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Mag +2 Wil dps ---------- Phys.crit +17.0% Spell.crit +3% Phys.pwr +7 (+3 eff.) S.pwr/crit +6 Melee Ret 8 blight ----- def ----- Spell.save +3 (+1 eff.) Massive two-handed mauls. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
flaming voratun greatsword of ruin (63-101 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Arcane/Master Power 63.0 - 100.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +19 fire While equipped: dps ---------- Phys.crit +16.0% Crit.mult +40.00% Apr +7 Massive two-handed swords. |
Xerelaith (22-30 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- S.pwr/crit +6 Dmg.mod +15% blight Acc +11 (+6 eff.) Melee Ret 10 blight ----- def ----- Defense +8 (+2 eff.) Resists +12% mind Spell.save +9 (+3 eff.) Disarm- +32% ---------- misc Mana/s.crit +2.00 Max.vim +30.00 Sharp, long, and deadly. |
Shadowvein the steel waraxe (11-15 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +16 mind While equipped: Stats +3 Str +6 Dex +8 Wil +7 Con dps ---------- Dmg.mod +12% darkness Melee Ret 8 darkness ----- def ----- Max.HP +47.00 One-handed war axes. |
balanced iron dagger of massacre (16-20 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 15.5 - 20.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +5 (+1 eff.) Disarm- +23% Sharp, short and deadly. |
flaming steel dagger of the mystic (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +7 fire While equipped: Stats +3 Mag +1 Wil dps ---------- Spell.pwr +7 (+1 eff.) Sharp, short and deadly. |
Smolderblow (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +20 acid On Hit: * 20% chance to reduce armor by 45% While equipped: dps ---------- Mind.crit +3% Crit.mult +10.00% Mind.pwr +6 (+2 eff.) Melee+ 9 mind 8 darkness Dmg.mod +15% fire +6% mind +7% darkness Res.pen +10% acid Melee Ret 10 acid ---------- misc Max.stam +30.00 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. |
plaguebringer's voratun steamsaw of winter (40-61 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego++] Arcane/Nature/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +100 Melee+ +12 blight On Hit: 20% Epidemic 5 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 34 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- On shield block: * Deals 159 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +15% cold Disease- +17% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
warbringer's voratun steamsaw (40-61 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego+] Master/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +108 Uses 1.0 Steam While equipped: Stats +4 Con dps ---------- Phys.pwr +10 (+5 eff.) Res.pen +10% physical ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Disarm- +28% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Woepain (5 def, 5 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +5 Mag dps ---------- Dmg.mod +9% acid +7% physical +10% light +9% blight +11% fire +9% darkness +19% cold Res.pen +25% fire ----- def ----- Armour +5 Defense +5 (+1 eff.) Resists +12% acid +11% physical +7% light +13% darkness +32% cold +17% fire +9% all Max.HP +43.00 ---------- misc Light +2 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's woollen robe of Linaniil (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane While equipped: dps ---------- Spell.crit +7% Spell.pwr +19 (+4 eff.) ----- def ----- Resists +8% lightning +7% darkness +7% light +7% blight +7% fire +7% cold +9% all Phys.save +10 (+5 eff.) Spell.save +22 (+8 eff.) Mind.save +12 (+4 eff.) ---------- misc Mana/turn +0.14 Max.mana +51.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of Angolwen (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.pwr +10 (+2 eff.) S.pwr/crit +4 ----- def ----- Resists +13% all Silence- +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +5 Str +5 Mag +6 Wil dps ---------- Dmg.mod +16% lightning +15% physical +16% cold ----- def ----- Resists +13% lightning +8% cold +9% blight +13% all Max.HP +56.00 HP.reg +2.20 Heal.mod +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering elven-silk robe of the mind (+13%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Dmg.mod +27% arcane +13% mind ----- def ----- Resists +13% mind +15% all ---------- misc Max.mana +47.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Nature While equipped: Stats +6 Str +7 Mag +6 Wil dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +16% lightning +13% physical +16% cold +12% all ----- def ----- Resists +10% lightning +10% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stralite mail armour of delving (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Master While equipped: Stats +7 Str ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +10% darkness +9% physical ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
rough leather belt 'Oozeslice'1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Res.pen +15% physical Melee Ret 2 nature ----- def ----- Max.HP +33.00 ---------- misc Psi/ret +0.12 Max.stam +30.00 A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tidespike the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Dmg.mod +3% temporal Res.pen +20% temporal +25% cold Melee Ret 8 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+0 eff.) Resists +15% temporal Spell.save +11 (+4 eff.) ---------- misc Max.mana +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of protection (10 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +10 (+2 eff.) Phys.save +9 (+4 eff.) Spell.save +9 (+3 eff.) Mind.save +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of mindcraft (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +6 Wil +3 Cun dps ---------- Mind.crit +5% ----- def ----- Defense +2 (+0 eff.) Spell.save +9 (+3 eff.) ---------- misc Max.mana +53.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Sparkbrace (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Melee Ret 8 lightning ----- def ----- Armour +1 Resists +9% acid Silence- +21% Confus- +20% Stun/Frz- +21% A pair of boots made of leather. |
pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
traveler's pair of iron boots of rushing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 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. |
Khelisahek the pair of dwarven-steel boots (8 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +10 Dex +2 Wil +2 Con dps ---------- Phys.crit +2.0% Spell.crit +6% Spell.pwr +25 (+5 eff.) Dmg.mod +6% physical ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +3% Def/telep +15 Res/telep +15% Dur/telep +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
reinforced pair of voratun boots of rushing (0 def, 11 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +11 Fatigue +4% Resists +9% acid +6% fire +12% lightning +8% cold Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 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. |
Gunuvon (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +20 (+4 eff.) Melee+ 7 blight Dmg.mod +4% blight ----- def ----- Armour +1 Resists +6% blight Spell.save +18 (+6 eff.) ---------- misc Max.vim +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zanidragrim the Torchzeal (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +11 (+5 eff.) Dmg.mod +21% lightning +6% fire +6% temporal Res.pen +25% fire +10% temporal ----- def ----- Armour +2 Resists +6% fire Def/telep +10 Res/telep +10% Dur/telep +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 86.16 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
brawler's drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Ego+] Master While equipped: Stats +3 Str +4 Dex +4 Cun ----- def ----- Armour +3 Phys.save +11 (+5 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
shielding cashmere wizard hat of light (+21%) (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +14% light ----- def ----- Defense +2 (+0 eff.) Resists +21% light Spell.save +10 (+4 eff.) A pointy cloth hat, very wizardly... |
shielding cashmere wizard hat of the mind (+15%) (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Dmg.mod +15% mind ----- def ----- Defense +2 (+0 eff.) Resists +15% mind Spell.save +10 (+4 eff.) A pointy cloth hat, very wizardly... |
stabilizing cashmere wizard hat of darkness (+19%) (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane/Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +13% darkness ----- def ----- Defense +2 (+0 eff.) Resists +19% darkness Phys.save +7 (+3 eff.) A pointy cloth hat, very wizardly... |
insulating hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +7% cold A cap made of leather. |
Phoenixbreak the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +1 Dex +1 Wil +4 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold ---------- misc See.Invis +9 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
catburglar's dwarven-steel helm of trickery (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +8 Dex +4 Cun dps ---------- Apr +6 ----- def ----- Armour +4 Fatigue +4% Resists +14% darkness ---------- misc Infravis +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 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. |
13 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 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. |
17 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. |
17 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. |
9 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. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 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. |
5 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. |
8 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 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. |
8 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature 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 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
854 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(123 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
Tempestquench the iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +12% acid Res.pen +25% acid +25% cold On Hit (Melee): * 20% chance to reduce armor by 45% ----- def ----- Resists +9% lightning Phys.save +7 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Max.HP +43.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 clear mind 'Cyrinn' [power 2] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +9% lightning +2% physical Mind.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +20% ---------- misc Stam/turn +2.00 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 reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of clear mind [power 2] (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 Torques are made by powerful psionics to store psionic powers. |
Darkwarden [power 302] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light Res.pen +10% light Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce armor by 45% ----- def ----- Resists +9% acid +20% darkness ---------- misc Light +2 Sting an enemy dealing 302 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 27% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Yarted the Ghoul Archmage level 33
13rd Dusk 123rd year of Ascendancy at 13:12 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Yarted the Ghoul Archmage level 27
57th Pyre 123rd year of Ascendancy at 17:57 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Yarted the Ghoul Archmage level 20
2nd Haze 122nd year of Ascendancy at 11:19 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Yarted the Ghoul Archmage level 32
3rd Dusk 123rd year of Ascendancy at 19:15 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Yarted the Ghoul Archmage level 22
28th Haze 122nd year of Ascendancy at 01:36 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Yarted the Ghoul Archmage level 34
13rd Haze 123rd year of Ascendancy at 10:08 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Yarted the Ghoul Archmage level 28
73rd Pyre 123rd year of Ascendancy at 16:36 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Yarted the Ghoul Archmage level 33
28th Dusk 123rd year of Ascendancy at 23:55 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Yarted the Ghoul Archmage level 10
7th Flare 122nd year of Ascendancy at 08:20 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Yarted the Ghoul Archmage level 20
69th Dusk 122nd year of Ascendancy at 23:40 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Yarted the Ghoul Archmage level 30
78th Pyre 123rd year of Ascendancy at 21:19 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Yarted the Ghoul Archmage level 25
65th Haze 122nd year of Ascendancy at 14:18 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Yarted the Ghoul Archmage level 31
9th Flare 123rd year of Ascendancy at 12:27 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Yarted the Ghoul Archmage level 6
1st Flare 122nd year of Ascendancy at 19:45 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Yarted the Ghoul Archmage level 15
31st Dusk 122nd year of Ascendancy at 23:41 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Yarted the Ghoul Archmage level 33
14th Dusk 123rd year of Ascendancy at 10:45 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Yarted the Ghoul Archmage level 23
31st Haze 122nd year of Ascendancy at 04:09 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Yarted the Ghoul Archmage level 16
54th Dusk 122nd year of Ascendancy at 10:17 see stats
Log
Sleeping Betyda is recovering from the damage!
Mirror Image is dazed!
Yarted hits Sleeping Betyda for (27 flat reduction), 591 lightning (591 total damage).
Yarted hits Mirror Image for 231 lightning damage.
Sleeping Betyda activates Leeching Poison.
Sleeping Betyda deactivates Volatile Poison.
Mirror Image is not dazed anymore.
Deadly Poison from Sleeping Betyda hits Mirror Image for 48 nature damage.
Hurricane from Yarted hits Sleeping Betyda for (27 flat reduction), 156 lightning (156 total damage).
Hurricane from Yarted hits Mirror Image for 123 lightning damage.
Sleeping Betyda casts Tentacled Wings.
Hurricane from Yarted killed Mirror Image!
Sleeping Betyda hits Yarted for (246 to time), 0 blight (0 total damage).
Melee retaliation hits Sleeping Betyda for (5 flat reduction), 0 light (0 total damage).
Talent Shock is ready to use.
Crippling Disease from Sleeping Betyda hits Yarted for (11 to time), 0 blight (0 total damage).
Thunderstorm hits Sleeping Betyda for (27 flat reduction), 14 lightning (14 total damage).
Your time shield crumbles under the damage!
The fabric of time around Yarted stabilizes to normal.
The powerful time-altering energies generate a restoration field on Yarted.
Sleeping Betyda's corrosive acid area effect hits Yarted for (44 to time), 22 acid (22 total damage).
Sleeping Betyda uses Dissolve.
Sleeping Betyda performs a melee critical strike against Yarted!
Yarted loses sight!
Something performs a melee critical strike against Yarted!
Something performs a melee critical strike against Yarted!
Yarted resists the vile poison!
Something hits Yarted for 228 acid, 262 acid, 181 acid, 373 acid (1044 total damage).
Yarted the level 37 ghoul archmage was scalded to death by Sleeping Betyda on level 5 of Dreadfell.
The furious lightning storm around Yarted calms down and disappears.




















































































































































