











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Mindstar Mindslayer 1.5.0Adds the Wild Gift/Mindstar Mastery talent tree (unlocked) to Mindslayers. Ignore Race/Class Locks 1.1.0Modifies 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.] Embers of Rage 1.6.0Official 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:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Items Vault 1.6.0Donators/Buyers bonus! Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Spell Merchants 1.6.0T.O.M.E 1.7.6 This mod adds 13 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 3 Custom Dungeons and defeat 10 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
4 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins Pine Meadow & Road to Derth].
New Bosses:There are 10 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.
Merchant Locations
2. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 Dread Necromancer 1.6.4The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Ashes of Urh'Rok 1.6.0Official 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:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Forbidden Cults 1.6.0Official 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 | Nightmare Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Bulwark |
| Level / Exp | 20 / 16% |
| Size | big |
| Lifes / Deaths | Killed by worm that walks at level 11 on the 1st Summertide 122nd year of Ascendancy at 23:59 3 / 2Killed by emperor wight at level 20 on the 34th Haze 122nd year of Ascendancy at 15:01 |
Primary Stats
| Strength | 65 (base 46) |
| Dexterity | 28 (base 12) |
| Constitution | 54 (base 44) |
| Magic | 12 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | 792/792 |
| Stamina | 197/197 |
| Steam | 100/100 |
| Healing Factor | 1.5446428571428 |
| Regeneration | 5.6650502404639 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 10 |
| See Stealth | 8 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 115 |
| Accuracy | 41 |
| Crit Chance | 5% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +9% |
| Physical | +10% |
| Cold | +18% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Nature | +35% |
Defense: Base
| Armour (hardiness) | 48.08934837382 (81.030927835052%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 25 |
| Physical Save | 46 |
| Spell Save | 34 |
| Mental Save | 24 |
Defense: Resistances
| Blight | + 19%( 70%) |
| Cold | + 49%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 7%( 70%) |
| Darkness | + 36%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 43%( 70%) |
Defense: Immunities
| Disarm Resistance | 36% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 261 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 5 light, 4 blight, 5 fire, 5 mind, 4 temporal |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 515 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | Khelorodedur the Frostblood (25 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +12% cold Res.pen +10% physical Apr +2 ----- def ----- Armour +3 Defense +25 (+8 eff.) Fatigue -3% Phys.save +6 (+2 eff.) ---------- misc Max.enc +24 Max.stam +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Relgedar the Heatonslaught1.0 T3 lite [Rare] Master While equipped: dps ---------- Res.pen +10% nature ----- def ----- Resists +18% cold +21% fire ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [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 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | dwarven-steel gauntlets 'Poxsun' (0 def, 2 armour)1.5 T2 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% nature Res.pen +25% nature Acc +10 (+3 eff.) Melee Ret 10 mind On Hit (Melee): * 10% chance to slow global speed by 43% ----- 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. |
| Tool | dwarven-steel torque of gale force [power 215] (15/15 cooldown)2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 9 spaces and dealing 236 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | mule's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Blind- +24% ---------- misc Max.enc +24 Infravis +4 See.Stealth +8 See.Invis +7 Rings can have magical properties. |
| On fingers | Growthscar the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Str +1 Dex +3 Wil +1 Cun dps ---------- On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Mind.save +6 (+3 eff.) Rings can have magical properties. |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+4 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | Glorotta the Prismoozer (49.5-79.2 power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 49.5 - 79.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +12 darkness Against +9% Living On Crit.r2 +4 light On Crit: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 While equipped: dps ---------- Acc +10 (+3 eff.) Melee Ret 6 fire ----- def ----- Defense +13 (+4 eff.) Resists +6% light Disarm- +36% ---------- misc Light +2 Massive two-handed swords. |
| Around waist | Mayogamina the Hailpeal1.0 T3 belt armor [Rare] Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +15 (+4 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +6% cold ----- def ----- Resists +6% lightning +9% nature Phys.save +7 (+2 eff.) ---------- misc Stam/turn +2.00 A belt that goes around your waist. |
| In off hand | shocking stralite shield of purity (0 def, 8 armour, 46.5-55.8 power, 144 block)7.0 T4 shield armor [Ego] Nature When used to Attack: Power 46.5 - 55.8 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +144 While equipped: dps ---------- Melee+ 16 lightning Melee Ret 5 lightning ----- def ----- Armour +8 Fatigue +8% Resists +14% nature +13% blight ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Duvechik' (21 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Mind.pwr +15 (+6 eff.) Melee Ret 6 mind ----- def ----- Armour +6 Defense +21 (+7 eff.) Resists +3% blight +11% cold +3% temporal +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
healing infusion of the sneak (heal 89; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 89 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 200; cd 12)0.1 infusion scroll [Ego] 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 instantly heal yourself for 200 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 143; 13 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 143 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 339; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 339 life over 5 turns. 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. Press to compare to your current inscriptions |
wild infusion (res 18%; magical; dur 2; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 2 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. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 178 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shatter afflictions rune (absorb 20; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 20 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. |
shatter afflictions rune of the duelist (absorb 57; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 57 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 Dexterity 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 of the titan (absorb 113; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 113 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 181; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 181 damage for 4 turns. Its effects scale with your Magic stat. 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 |
teleportation rune (range 36; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 36 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. |
wanderer's steel amulet of dexterity (+7)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +7 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
rogue's gold ring of time (+13%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +13% temporal ----- def ----- Defense +8 (+2 eff.) Resists +13% temporal Rings can have magical properties. |
wizard's gold ring of clarity0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+4 eff.) Mind.save +7 (+3 eff.) Confus- +29% Rings can have magical properties. |
chilling dwarven-steel battleaxe of daylight (30.5-45.75 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane Power 30.5 - 45.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +7 light +7 cold Against +14% Undead Massive two-handed battleaxes. |
balanced dwarven-steel dagger of corruption (18-23.4 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 18.0 - 23.4 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 3 While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +29% Sharp, short and deadly. |
dwarven-steel greatmaul (38-57 power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 38.0 - 57.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
stralite greatsword of amnesia (50.5-80.8 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Psionic Power 50.5 - 80.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed swords. |
Kiruidar the stralite mace (35.5-49.7 power, 5 apr)3.0 T4 mace 1H weapon [Random Unique] Nature/Master Power 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +10 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Acc +9 (+2 eff.) ----- def ----- Defense +14 (+4 eff.) Resists +2% physical Spell.save +6 (+3 eff.) Die.at -20.00 life Blind- +20% Disarm- +22% Blunt and deadly. |
truestriking stralite mace (36.5-51.1 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Master Power 36.5 - 51.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +13 (+3 eff.) Apr +8 Blunt and deadly. |
creative pulsing mindstar of clarity (12-13.2 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature/Psionic Power 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +4% Crit.mult +13.00% Mind.pwr +8 (+3 eff.) ----- def ----- Mind.save +4 (+2 eff.) ---------- misc Max.psi +19.00 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. |
honing thorny mindstar (8.5-9.35 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +5% physical Res.pen +4% physical ----- def ----- Resists +4% physical ---------- 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. |
horrifying pulsing mindstar of balance (13-14.3 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 3 mind 6 darkness Dmg.mod +4% mind +5% darkness ----- def ----- Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +1.60 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. |
living mindstar of venom (17-18.7 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Melee+ 6 acid Dmg.mod +11% acid Res.pen +11% acid ----- def ----- Resists +9% acid HP.reg +2.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of balance (8-8.8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% 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.) ----- def ----- Phys.save +4 (+1 eff.) Spell.save +5 (+3 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.80 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 life (9-9.9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% 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.) ----- def ----- Max.HP +13.00 HP.reg +1.00 ---------- 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. |
infernal yew starstaff (20-24 power, 4 apr, temporal element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +24.00% Spell.pwr +14 (+9 eff.) Melee+ 17 fire Dmg.mod +20% temporal ---------- misc See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal yew starstaff (20-24 power, 4 apr, temporal element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +17.00% Spell.pwr +14 (+9 eff.) Melee+ 15 fire Dmg.mod +20% temporal ---------- misc See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of warding (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+7 eff.) Dmg.mod +20% darkness ----- def ----- Armour +5 Defense +5 (+1 eff.) ---------- misc Wards +2 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steady steel steamgun of tinkering (+3)4.0 T2 steamgun 1H weapon Reqs Shoot [Ego] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Cun dps ---------- Phys.crit +2.0% Steampwr +7 (+6 eff.) Acc +7 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
acidic dwarven-steel waraxe of paradox (21-29.4 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 temporal On Crit: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 While equipped: ----- def ----- Resists +6% temporal One-handed war axes. |
quick dwarven-steel waraxe (20.5-28.7 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Acc +11 (+3 eff.) One-handed war axes. |
stralite waraxe of shearing (31-43.4 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Master Power 31.0 - 43.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% all Acc +9 (+2 eff.) Apr +8 One-handed war axes. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
mindwoven cashmere robe of light (+24%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +16% light ----- def ----- Resists +24% light +11% all Mind.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blood-soaked pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +3 ----- def ----- Armour +3 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
dreamer's pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +3 Phys.save +5 (+1 eff.) Spell.save +9 (+5 eff.) Mind.save +8 (+4 eff.) A pair of boots made of leather. |
miner's pair of dwarven-steel boots of tirelessness (0 def, 8 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +8 Fatigue +3% ---------- misc Stam/turn +0.30 Max.stam +16.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Velowe' (0 def, 4 armour)3.0 T3 feet armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +20.00% Mov.spd +10% Acc +10 (+3 eff.) ----- def ----- Armour +4 Fatigue -3% Resists +1% physical Max.HP +37.00 ---------- misc Stam/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cinder voratun gauntlets of magic (+3) (0 def, 3 armour)1.5 T4 hands armor [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Melee+ 12 fire Dmg.mod +4% arcane +6% fire ----- def ----- Armour +3 Fatigue +5% Resists +8% fire 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. |
hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 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. |
sand dwarven-steel gauntlets of strength (+3) (0 def, 9 armour)1.5 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 8 physical Dmg.mod +5% physical ----- def ----- Armour +9 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 (0 def, 2 armour)1.5 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 19 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +8 (+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. |
Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor Reqs Wil 24 [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 59.36 mind damage and cripples the target's higher mental functions, reducing cunning by 7 and confusing (24% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
miner's dwarven-steel helm of strength (+4) (0 def, 6 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +6 Fatigue +4% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 T3 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +26.00 HP.reg +1.00 Heal.mod +12% A suit of armour made of mail. |
steel mail armour of the deep (2 def, 8 armour)14.0 T2 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +2 (+0 eff.) Fatigue +12% Resists +7% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
cured leather armour (6 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
duelist's reinforced leather armour of the deep (16 def, 13 armour)9.0 T4 light armor [Ego++] Nature/Master While equipped: Stats +5 Cun +3 Dex ----- def ----- Armour +13 Defense +16 (+5 eff.) Fatigue +8% Resists +8% acid +8% cold ---------- misc Breathe water A suit of armour made of leather. |
radiant hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +13% blight +14% darkness ---------- misc Light +2 A suit of armour made of leather. |
dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
impenetrable steel plate armour of lightning resistance (0 def, 16 armour)17.0 T2 massive armor [Ego] Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +16% lightning A suit of armour made of metal plates. |
steel shield (0 def, 4 armour, 14.5-17.4 power, 42.5 block)7.0 T2 shield armor [Normal] When used to Attack: Power 14.5 - 17.4 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +42 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Gloomshine the quiver of yew arrows (17/17, 34.5-48.3 power, 10 apr)3.0 T3 arrow ammo [Rare] Arcane Power 34.5 - 48.3 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 17 Ranged+ +8 darkness +15 blight +8 arcane On Hit.r1 +20 arcane On Crit.r2 +16 darkness On Hit: * 20% chance to reduce damage dealt by 15% * 23% chance to reduce strength, dexterity, and constitution by 8 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of crippling (22/22, 22-30.8 power, 7 apr)3.0 T2 arrow ammo [Ego+] Master Power 22.0 - 30.8 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +9.5% Capacity 22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
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. |
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. |
3 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 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 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. |
alchemist's lamp 'Beruhir'1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +11 Cun +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +5 (+1 eff.) ----- def ----- Resists +3% light +6% darkness Spell.save +15 (+7 eff.) ---------- misc Light -16 Infravis +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
manaburning pouch of dwarven-steel shots of erosion (14/14, 30.5-36.6 power, 3 apr)3.0 T3 shot ammo [Ego] Nature/Disrupt Power 30.5 - 36.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 14 Ranged+ +5 nature On Hit: * 12 arcane resource burn Shots are used with slings to pummel your foes to death. |
pouch of stralite shots of erosion (20/22, 45-54 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego] Nature Power 45.0 - 54.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 22 Ranged+ +5 nature Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of stralite shots (24/24, 44.5-53.4 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego+] Psionic Power 44.5 - 53.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 24 Ranged+ +9 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 94 physical damage Shots are used with slings to pummel your foes to death. |
ash totem of healing [power 182] (15/15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging [power 296] (15/15 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 323 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
4 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. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Jens Peder the Ogre Bulwark level 16
19th Dusk 122nd year of Ascendancy at 06:37 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Jens Peder the Ogre Bulwark level 18
33rd Haze 122nd year of Ascendancy at 15:49 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Jens Peder the Ogre Bulwark level 10
8th Mirth 122nd year of Ascendancy at 02:04 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Jens Peder the Ogre Bulwark level 20
34th Haze 122nd year of Ascendancy at 12:31 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Jens Peder the Ogre Bulwark level 17
23rd Haze 122nd year of Ascendancy at 07:22 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Jens Peder the Ogre Bulwark level 6
2nd Mirth 122nd year of Ascendancy at 16:13 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Jens Peder the Ogre Bulwark level 15
13rd Dusk 122nd year of Ascendancy at 08:41 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Jens Peder the Ogre Bulwark level 13
3rd Flare 122nd year of Ascendancy at 00:15 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Jens Peder the Ogre Bulwark level 15
12nd Dusk 122nd year of Ascendancy at 15:07 see stats
Log
Jens Peder uses his dwarven-steel torque of gale force!
The shield around vampire crumbles.
Jens Peder hits Forest wight for (177 absorbed), 0 physical (0 total damage).
Jens Peder hits Vampire for (230 absorbed), 28 physical (28 total damage).
Jens Peder hits Forest wight for (177 absorbed), 0 physical (0 total damage).
Jens Peder hits Emperor wight for (177 absorbed), 0 physical (0 total damage).
Jens Peder hits Grave wight for (177 absorbed), 0 physical (0 total damage).
Jens Peder hits Skeleton magus for (258 absorbed), 0 physical (0 total damage).
Jens Peder hits Orc high pyromancer for (232 absorbed), 0 physical (0 total damage).
Ghoul slows down.
Vampire is free from the acid.
Emperor wight casts Chain Lightning.
Emperor wight hits Jens Peder for 247 lightning damage.
Thunderstorm hits Jens Peder for 39 lightning damage.
Forest wight's glacial vapour area effect hits Ghoul for (23 absorbed), 0 cold (0 total damage).
Forest wight's glacial vapour area effect hits Vampire for 6 cold damage.
Ghoul receives 91 healing from Ghoul's purging blight area effect.
Vampire receives 66 healing from Ghoul's purging blight area effect.
Jens Peder the level 20 ogre bulwark was bolted to death by an emperor wight on level 2 of blood-soaked-ruins.
You have 3 life(s) left.
Jens Peder deactivates Shield Wall.
Jens Peder stops burning.
Jens Peder calms down.
Jens Peder's prismatic shield fades.
Jens Peder is firmly planted in reality.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Thunderstorm killed Jens Peder!
Saving done.



















































































































