









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 09: Automation (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Provides the player various settings that control which objects will automatically be excluded from transmogrification.
Adds two bindable keys to [Key Bindings] that lets you wait for either 100 or X many turns.
Adds a bindable key to [Key Bindings] that causes your currently-controlled character to perform a single, AI-controlled action during combat.
When replacing a usable object with another usable object, all of the old object's talent hotkeys will be replaced with the new object's hotkey as well. Stability: High Player AIoo Custom 1.7.6This is a fork of Player AIoo which is a fork of PlayerGAI by Glavius which is a fork of PlayerAI by Charidan. Right click on your Character and choose "Define Player-AIoo" at the bottom to tell the AI how often it use which talent (like with a clone/ golem) This addon let the player use the AI coded for NPC, so your character can fight, rest, auto-explore on his own. Be warned, it can put your character in a sure death situation. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Known Bugs: - v 1.4.1: Added option to stop when encountering high ranking enemies - v 1.4.2: Added a way to save/load talent priorities - v 1.4.3: Added option to stop when encountering X number of enemies Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Danger Alert 1.7.6Add a display of estimated threats in monster's tooltip. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit True Full Respec 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Global Confirm Dialogues 1.7.6Adds two configurable hotkeys that work in ANY dialogue: Y (default) – confirm / yes N (default) – cancel / no (falls back to closing the dialog) Rebind both in Game Menu → Key Bindings → Global Confirm. Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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.
Sun's Vengeance Shader 1.7.4Adds a full-screen shader for the Sun's Vengeance proc. Combat Turn Separators 1.7.6Combat Turn Separators (non-intrusive)This addon provides a compact, non-intrusive display of combat turn information in the game log. It helps you follow fights by showing turn counts and recent turn activity. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons.
Notes
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-combat-turn-separators. Version history
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Item Description Filter 1.7.4An item description filter. Can hide undesired properties in item description. Ctrl + Shift+ Alt + F to open configuration dialog. 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.] Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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.
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Fix demon seed savefile issue 1.7.6Fix some save file issues: demon seeds/ object talent data/ stacks of gems/... One-stop Shop 1.7.6tome-one-stop-shop One-stop Shop is a Tales of Maj'Eyal quality-of-life addon for the Maj'Eyal: The Age of Ascendancy campaign. It reduces town-to-town shopping trips by adding a shared courier service that can show eligible shop inventories in one merged store window. Features: - Options: local 0-19, regional 20-39, exotic 40+, or player-sold items - Items from level 1 and 10 restocks appear in the "local" inventory, items from level 20 and 30 restocks appear in the "regional" inventory, etc - Displays and allows sort-by Town/Shop column - Routes purchases and sales through the original source stores, so direct shops and the one-stop shop stay synced - Selling through the one-stop shop automatically selects the shopkeeper offering the best price for your item - Maintains compatibility with the Store Wish List addon (wishlisting/ego-highlighting/etc all supported through the one-stop shop) - Is a pure QoL add: the addon should not impact balance (if it does that's a bug, please report!) How to use? Good to know: Local install: Amenitkeys 1.7.6Shift-RightClick a sustain to enable 'auto use when available' for instant use sustains and 'use when no enemies are visible' otherwise. Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: Additional Combat Details 1.7.6Additional Combat Details (non-intrusive)
This addon provides a compact, non-intrusive display of detailed combat information. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons while giving a clearer, turn-by-turn narrative of what happened during combat. Features- Shows to-hit-chance for players and enemies: (50 + 2,5 * ( attacker_accuracy - defender_defense))
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-additional-combat-details. Version History
1.0.0 Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Auto Loot Transmo Copy 1.7.4This addon is developed to fix some bugs for Auto Loot Transmo by helminthauge. Swap Equipment Sets 1.7.0An experimental addon to coordinate and simplify swapping in specified sets of equipment for temporary use and re-wielding your original equipment later. To use this addon, tag your swap-in items with SET:SetName (for whatever set name); in the "Swap Equipment Sets" dialog (bound to <Alt-Shift-X> by default), they will be listed as the set SetName, and can be wielded from the dialog (taking the normal amount of game time for such an equipment change). Your original equipment will be temporarily tagged with SET:SwapBack, so you can re-wield your original equipment by swapping in the SwapBack set. Also provides an optional status indicator in the buffs display to remind you when you are wearing equipment from one of your swap-in sets (controlled by game option "Gameplay | Show marker for swapped-in equipment"). [License note: This addon uses a modified version of an image by Delapouite from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Frequently Asked Questions: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Ghoul |
| Class | Archer |
| Level / Exp | 35 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant thunderer at level 23 on the 48th Regrowth 123rd year of Ascendancy at 21:27 5 / 2Killed by Emelavea the skeleton magus at level 31 on the 3rd Mirth 123rd year of Ascendancy at 03:40 |
Primary Stats
| Strength | 75 (base 60) |
| Dexterity | 77 (base 60) |
| Constitution | 31 (base 10) |
| Magic | 56 (base 25) |
| Willpower | 11 (base 10) |
| Cunning | 26 (base 12) |
Resources
| Life | 964/964 |
| Stamina | 134/134 |
| Healing Factor | 1.2858714593978 |
| Regeneration | 6.7508251618384 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 7 |
| See Stealth | 24.602579952692 |
| See Invisible | 27.602579952692 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 142 |
| Accuracy | 75 |
| Crit Chance | 87% |
| APR | 29 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +19% |
| Physical | +26% |
| Cold | +11% |
| Blight | +15% |
| Arcane | +21% |
| Fire | +19% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +35% |
| Darkness | +50% |
| Nature | +35% |
| Blight | +30% |
| Physical | +35% |
| Mind | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 7 (57.155997060385%) |
| Defense | 73 |
| Ranged Defense | 73 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 28 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 45%( 70%) |
| Blight | + 35%( 70%) |
| Physical | + 37%( 70%) |
| Cold | + 33%( 70%) |
| All | + 26%( 70%) |
| Darkness | + 33%( 70%) |
| Mind | + 50%( 70%) |
| Fire | + 57%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 24% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Silence Resistance | 23% |
| Bleed Resistance | 100% |
| Disarm Resistance | 26% |
| Pinning Resistance | 33% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 357 damage for 3 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 31 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 Willpower stat. |
| 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 411 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: 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. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 3/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Trained Reactions |
| talent | Intuitive Shots |
| talent | Precise Strikes |
| talent | Concealment |
| beneficial effect | The target is concealed, increasing sight and attack range by 2 and chance to avoid damage by 36%. Concealment |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by beam trap. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by snow giant boulder thrower. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You failed to protect the worried loremaster from death by Azikbe's Inner Demon. Escort: worried loremaster (level 8 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. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bear paw. * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed naga tongue. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed giant spider spinneret. | 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 within8 lumberjacks have died. | 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 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 | undeterred pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: defense ------ Armor +4 Fatigue +3% Silence Resist +23% Confus Resist +24% Stun Resist +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed quiver of yew arrows of crippling (24/24, 153% power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego++] Master Weapon Damage 153% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +25.0% Capacity 24 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | Yarilathasta the alchemist's lamp, scorching1.0 Encumbrance T3 lite [Rare] Arcane While equipped: offense ------ Physical Crit +8.0% Critical power +10.00% Damage +6% blight Accuracy +20 (+5 eff.) Ignore Armor +4 When Hit 16 fire defense ------ Defense +20 (+5 eff.) Resistance +7% fire other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Voratta the Crackleradiance, fire (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +18% physical +13% fire Ignore resists +10% lightning defense ------ Defense +2 (+1 eff.) Resistance +6% blight +19% fire Unlife -80.00 life A pointy cloth hat, very wizardly... |
| Tool | Isliralle, shielding, innervating, soothing, overpower [power 524] (17 cooldown)2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +9% blight Ignore resists +5% blight On-Hit (Melee): * 10% chance to reduce all saves and defense by 12 defense ------ Resistance +9% mind +6% blight Create a shield absorbing up to 524 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to reduce fatigue by 30% for 2 turns. 100% to heal for 74. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold ring 'Mayadhenn', tenacity, marksman, pixie0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +4 Mag +4 Cun offense ------ Physical Power +15 (+4 eff.) Spellpower +8 (+3 eff.) Damage +9% acid +3% physical Accuracy +10 (+3 eff.) defense ------ Defense +10 (+3 eff.) Resistance +2% physical Unlife -40.00 life Life +38.00 Disarm Resist +26% Pinning Resist +33% Knockbk Resist +23% Rings make your fingers look great! |
| On fingers | steel ring 'Windquencher', perseverance0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +21% arcane Ignore resists +10% nature +15% mind When Hit 4 mind defense ------ Resistance +12% mind +12% nature Life Regen +3.00 Stun Resist +32% Rings make your fingers look great! |
| Around waist | Camarach the Bleakripper, balancing1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +4 Cun +6 Dex offense ------ Physical Crit +8.0% Mind Crit +8% Ignore resists +25% darkness When Hit 10 acid defense ------ Resistance +6% acid other ------- Light +2 See Invisibility +3 A belt that goes around your waist. |
| In main hand | yew longbow of true flight4.0 Encumbrance T3 longbow 2H weapon [Ego+] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: offense ------ Physical Crit +9.0% Accuracy +12 (+3 eff.) Longbows are used to shoot arrows at your foes. |
| On hands | alchemist's voratun gauntlets of war-making (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil offense ------ Physical Crit +13.0% Spell Crit +10% Mind Crit +15% Critical power +8.00% On-Hit 6 acid 5 fire 7 cold 5 lightning defense ------ Armor +3 Fatigue +5% 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 | dreamer's silk robe of alchemy (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Damage +10% acid +5% physical +6% fire +11% cold defense ------ Resistance +14% acid +14% physical +10% darkness +16% fire +10% cold +12% mind +13% all Physical save +11 (+5 eff.) Spell save +14 (+7 eff.) Mind save +30 (+13 eff.) other ------- Cooldown Refit Golem -2 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Dremnir, backstab (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Critical power +18.00% Physical Power +15 (+4 eff.) Ignore resists +10% physical Accuracy +9 (+3 eff.) Ignore Armor +8 defense ------ Defense +2 (+1 eff.) Resistance +6% acid Stealth +5 other ------- Stamina/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Belimira the Wretchpride, wanderer, healing, magic0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +1 Str +5 Dex +4 Mag +8 Cun +3 Con offense ------ Move Speed +10% On-Hit (Melee): * 10% chance to slow global speed by 37% defense ------ Fatigue -4% Life Regen +2.00 Healmod +12% Cut Resist +50% other ------- Stamina/turn +0.50 Heal: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 146 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
acid wave rune of the titan (damage 137; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 137.09 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 (absorb 162; dur 5; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 162 damage for 5 turns. 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 31; blocks 4; dur 4; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 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 31 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 83; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 83 with a minimum range of 15. 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. |
Vorisetta the copper amulet, constitution0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con defense ------ Resistance +18% light +12% cold +6% mind +9% fire +5% arcane +6% nature Amulets make your neck look great! |
clarifying copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +11% mind Confus Resist +21% Amulets make your neck look great! |
copper amulet 'Daimychak', magic =SET:mag=0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag offense ------ Ignore Shields +10% defense ------ Resistance +6% mind Silence Resist +20% Confus Resist +10% other ------- Mana/turn +0.08 Amulets make your neck look great! |
copper amulet 'Emuda', constitution0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Mag +3 Con offense ------ Spell Crit +3% Damage +9% arcane other ------- Mana/turn +0.12 Mana-on-crit +2.00 Amulets make your neck look great! |
copper amulet 'Lightstreaker', starlit0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +3% light Ignore resists +5% light defense ------ Resistance +11% light +17% darkness Crit Resistance 5.00% Blind Resist +20% other ------- Infravision +2 Amulets make your neck look great! |
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 148 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
archmage's steel amulet of mastery (0.22 Technique / Reflexes)0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag offense ------ Spell Crit +3% Spellpower +4 (+1 eff.) Damage +5% acid +4% fire +5% cold +5% lightning other ------- Masteries +0.22 Technique/Reflexes Amulets make your neck look great! |
steel amulet 'Tempestraze', mastery0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Damage +12% lightning Ignore resists +25% lightning When Hit 10 temporal defense ------ Resistance +6% light +15% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Masteries +0.22 Technique/Combat techniques Amulets make your neck look great! |
Ashdredge, soulsear0.1 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: offense ------ Critical power +15.00% Spellpower +10 (+3 eff.) Damage +17% blight +38% fire +21% acid When Hit 8 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 Amulets make your neck look great! |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 51 power out of 60/60 The evilness of undeath radiates from this amulet. |
Layuna, eclipse0.1 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag +9 Wil +3 Cun +8 Con offense ------ On-Hit 10 light 11 darkness Damage +10% light +10% darkness When Hit: * 10% chance to reduce damage dealt by 11% * 9% chance to blind defense ------ Resistance +6% mind other ------- Light +2 Infravision +3 Amulets make your neck look great! |
Layynor, restful0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +7 Str +5 Con defense ------ Defense +20 (+5 eff.) Fatigue -7% Resistance +6% fire Spell save +12 (+6 eff.) Life Regen +3.00 Disease Resist +20% Amulets make your neck look great! |
Mirror Shards0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 262 strength, based on Magic) for 5 turns. Uses 21 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 31 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (141). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Aeryldamira, nature0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun offense ------ Critical power +20.00% Damage +11% nature When Hit 6 mind defense ------ Resistance +22% nature +12% blight other ------- Max psi +10.00 Rings make your fingers look great! |
Loruyon, frost0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Mag offense ------ Damage +12% cold defense ------ Armor +4 Resistance +5% physical +30% cold Teleport Resist +20% other ------- Light +1 Rings make your fingers look great! |
gladiator's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +5 (+1 eff.) Rings make your fingers look great! |
mule's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +6 (+2 eff.) Mindpower +5 (+3 eff.) defense ------ Fatigue -4% other ------- Encumbrance +20 Rings make your fingers look great! |
rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Rings make your fingers look great! |
savior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+3 eff.) Spell save +7 (+4 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great! |
Chamylen the steel ring, savior0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +7 Str +3 Mag +5 Cun offense ------ Damage +15% temporal When Hit 6 temporal defense ------ Crit Resistance 15.00% Physical save +11 (+5 eff.) Spell save +10 (+5 eff.) Mind save +11 (+5 eff.) other ------- See Invisibility +15 Rings make your fingers look great! |
Chillmark, perseverance0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +20% blight +10% temporal On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +15% blight +15% cold Life Regen +3.00 Stun Resist +29% Rings make your fingers look great! |
Glarekin the steel ring, frost0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +3 Cun offense ------ Critical power +15.00% Damage +14% cold defense ------ Resistance +12% light +28% cold other ------- EQ when Hit +0.08 Psi when Hit +0.08 Hate-on-crit +2.00 Rings make your fingers look great! |
Haryzilatar the Blizzardrupture, sensing0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +4 Con offense ------ Damage +6% cold Ignore Armor +3 defense ------ Resistance +12% cold +1% physical Unlife -20.00 life Blind Resist +26% other ------- Infravision +4 See Stealth +12 See Invisibility +7 Rings make your fingers look great! |
Lightwire, mule0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +10% light defense ------ Fatigue -6% Resistance +15% mind +9% light Crit Resistance 15.00% Spell save +6 (+3 eff.) Life +100.00 other ------- Encumbrance +25 Rings make your fingers look great! |
Noonbiter the steel ring, blight0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Cun offense ------ Damage +13% blight +15% light +18% mind defense ------ Resistance +13% blight Mind save +12 (+6 eff.) other ------- EQ when Hit +0.16 Light +3 Rings make your fingers look great! |
Obsidiankin, lightning0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +13% lightning +21% darkness Ignore resists +5% blight On-Hit (Melee): * 20% chance to reduce damage dealt by 11% defense ------ Resistance +26% lightning +9% darkness Rings make your fingers look great! |
Pusream the steel ring, corrosion0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% acid +18% mind When Hit 6 mind 4 nature defense ------ Resistance +36% acid other ------- Psi when Hit +0.08 Rings make your fingers look great! |
sneakthief's steel ring =SET:cun=0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +7 (+2 eff.) Rings make your fingers look great! |
steel ring 'Unraregogen', perseverance0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +3 Wil offense ------ Critical power +20.00% Mindpower +10 (+6 eff.) Damage +6% acid When Hit 4 acid defense ------ Mind save +6 (+3 eff.) Life Regen +3.00 Stun Resist +26% other ------- EQ when Hit +0.04 Rings make your fingers look great! |
Unrudemnir the gold ring, sneakthief0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +6 Dex +2 Wil +7 Cun offense ------ Spell Crit +3% Spellpower +30 (+10 eff.) Damage +3% blight Ignore resists +20% arcane Accuracy +10 (+3 eff.) defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +3 Rings make your fingers look great! |
conjurer's gold ring =SET:mag=0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +5 (+2 eff.) Rings make your fingers look great! |
River's Fury (125% power, 8 apr)3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 126% Range: 1.0x-1.4x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+3 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+3 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.0 Power cost 68 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 12.40 cold damage and 14.07 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Xeravea the ash longbow, dex4.0 Encumbrance T2 longbow 2H weapon [Rare] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-Hit, radius 1 +16 acid On-crit, radius 2 +16 mind While equipped: Stats +8 Dex offense ------ Spell Crit +6% Critical power +10.00% Spellpower/crit +4 Ignore resists +20% blight +11% physical Longbows are used to shoot arrows at your foes. |
ash longbow of enduring =SET:con=4.0 Encumbrance T2 longbow 2H weapon [Ego+] Nature Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +11 Con +9 Wil defense ------ Life +23.00 Longbows are used to shoot arrows at your foes. |
enhanced ash longbow =SET:mag=4.0 Encumbrance T2 longbow 2H weapon [Ego+] Nature Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +6 Str +6 Dex +8 Mag +6 Wil +6 Cun +6 Con Longbows are used to shoot arrows at your foes. |
Shockknight the yew longbow, acid4.0 Encumbrance T3 longbow 2H weapon [Rare] Arcane Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +15 acid On-Hit, radius 1 +20 physical While equipped: Stats +5 Dex +2 Mag offense ------ Physical Power +25 (+6 eff.) Damage +24% acid defense ------ Resistance +6% lightning other ------- Reload +4 Stamina/turn +3.00 Longbows are used to shoot arrows at your foes. |
yew longbow4.0 Encumbrance T3 longbow 2H weapon [Normal] Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 Longbows are used to shoot arrows at your foes. |
Isama the woollen robe, timebroken, alchemy, light (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +5% Spellpower +13 (+4 eff.) Damage +7% acid +5% physical +10% light +8% temporal +7% fire +5% arcane +8% cold defense ------ Resistance +11% acid +10% physical +15% light +10% cold +11% fire +9% all Spell save +9 (+5 eff.) other ------- Mana/turn +0.04 Max mana +10.00 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ashglamour, light (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Arcane While equipped: offense ------ Damage +15% blight +18% fire +19% light Ignore resists +20% mind +15% fire On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 defense ------ Resistance +28% light +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hurekor, dreamer, verdant, storm (0 def, 0 armour) =SET:mag=2.0 Encumbrance T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Str +5 Mag +5 Wil +4 Con offense ------ Damage +8% lightning +10% physical +17% cold +14% nature +12% mind Ignore resists +10% mind +10% temporal defense ------ Resistance +8% lightning +13% darkness +8% cold +13% mind +11% all Physical save +14 (+6 eff.) Spell save +16 (+8 eff.) Mind save +26 (+11 eff.) Poison Resist +24% Disease Resist +30% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sparkmaim, Linaniil (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Arcane While equipped: offense ------ Spell Crit +10% Mind Crit +1% Spellpower +23 (+8 eff.) Mindpower +25 (+13 eff.) Damage +15% acid +6% lightning When Hit 4 mind On-Hit (Melee): * 20% chance to reduce armor by 32% defense ------ Resistance +6% darkness +11% all other ------- Mana/turn +0.27 Hate-on-crit +4.00 Max mana +62.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of lightning (+16%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con offense ------ Damage +10% nature +11% lightning defense ------ Resistance +16% lightning +11% all Poison Resist +31% Disease Resist +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
searing stralite mail armour (4 def, 8 armour)14.0 Encumbrance T4 heavy armor [Ego+] Arcane While equipped: offense ------ On-Hit 12 acid 8 fire When Hit 12 acid 9 fire defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +25% acid +23% fire A suit of armour made of mail. |
dwarven-steel plate armour (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Normal] While equipped: defense ------ Armor +11 Fatigue +22% A suit of armour made of metal plates. |
dwarven-steel plate armour 'Xerivena', shielding (25 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Rare] Arcane While equipped: Stats +3 Mag +4 Wil +7 Con defense ------ Armor +11 Defense +25 (+7 eff.) Fatigue +22% Resistance +8% arcane +6% fire Spell save +30 (+14 eff.) Unlife -60.00 life other ------- See Invisibility +9 A suit of armour made of metal plates. |
Stormbringer the rough leather belt, insulate =SET:mag=1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Dex +3 Mag +3 Wil +1 Con offense ------ Ignore resists +10% lightning defense ------ Resistance +6% fire +6% cold A belt that goes around your waist. |
Xanetha the Stokesun, cleansing1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: Stats +6 Cun offense ------ Damage +6% mind When Hit 8 light 2 fire defense ------ Resistance +6% acid +6% blight other ------- Max hate +2.00 A belt that goes around your waist. |
grounding rough leather belt1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +7% lightning +6% temporal A belt that goes around your waist. |
grounding rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Nature/Psionic While equipped: offense ------ Mindpower +3 (+2 eff.) defense ------ Resistance +6% lightning +6% temporal Physical save +6 (+3 eff.) A belt that goes around your waist. |
rough leather belt 'Vorawen', resilience1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Defense +10 (+3 eff.) Resistance +6% temporal Unlife -20.00 life Life +31.00 Healmod +10% A belt that goes around your waist. |
Bokiran the hardened leather belt, grounding1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +6 Dex +3 Con offense ------ Mindpower +10 (+6 eff.) defense ------ Resistance +7% lightning +5% temporal Unlife -80.00 life A belt that goes around your waist. |
Isomina, grounding, magery, noble1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Mag +10 Wil +5 Cun offense ------ Spell Crit +7% Against +24% Summoned defense ------ Resistance +8% lightning +5% temporal +2% physical Resist Against +23% Summoned Disarm Resist +10% other ------- Max mana +20.00 A belt that goes around your waist. |
Cracklebait the linen cloak, battle (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +2 (+0 eff.) Ignore resists +10% lightning defense ------ Defense +1 (+1 eff.) Fatigue -3% Resistance +12% acid +3% light +12% fire +3% nature +6% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gloomshine, resilient (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Mindpower +10 (+6 eff.) When Hit 2 darkness defense ------ Defense +1 (+1 eff.) Mind save +12 (+6 eff.) Life +33.00 other ------- Max psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of sorcery (1 def, 0 armour) =SET:mag=2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil offense ------ Spell Crit +5% defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elugawen the Oakvice, iron.throne (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Damage +15% nature defense ------ Defense +2 (+1 eff.) Resistance +12% lightning +3% fire +20% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Lightningpunish', wyrmwaxed, regal, marshal (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Con offense ------ Damage +6% mind When Hit 2 lightning defense ------ Defense +2 (+1 eff.) Resistance +7% acid +6% cold +6% fire +6% mind +13% lightning Physical save +6 (+3 eff.) Mind save +7 (+3 eff.) Life +55.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception =SET:decept=1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Eiliniseyara, blood (15 def, 13 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +6 Str offense ------ Physical Crit +5.0% Physical Power +15 (+4 eff.) Ignore Armor +13 defense ------ Armor +13 Defense +15 (+4 eff.) Physical save +9 (+4 eff.) Unlife -80.00 life A pair of boots made of leather. |
Elenezilagar the pair of iron boots, grounding (10 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +2 Cun offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +3 Defense +10 (+3 eff.) Fatigue +2% Resistance +6% lightning +5% temporal +3% fire Stun Resist +10% other ------- Max stamina +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Velirin the pair of iron boots, grounding (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +3 Fatigue +2% Resistance +5% lightning +6% temporal Spell save +9 (+5 eff.) Knockbk Resist +10% Teleport Resist +20% other ------- Stamina/turn +1.00 Max stamina +10.00 See Invisibility +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Issindur the pair of dwarven-steel boots, disengage, blood, evasion (7 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +12 Dex +7 Wil +3 Cun offense ------ Physical Crit +5.0% Physical Power +5 (+1 eff.) Ignore Armor +5 defense ------ Armor +4 Defense +7 (+2 eff.) Fatigue +3% Crit Resistance 10.00% Disengage: Puts all charms on 13 turn cooldown Effective talent level: 2.0 Power cost 13 out of 15/15. Range 7 Cooldown: 10 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nothel, steady (15 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Accuracy +6 (+2 eff.) On-Hit (Melee): * 20% chance to reduce armor by 32% defense ------ Armor +1 Defense +15 (+4 eff.) Resistance +3% blight +3% temporal Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Life +20.00 Healmod +5% Disease Resist +20% Disarm Resist +22% 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. |
rough leather gloves 'Belugund', polar (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 cold Damage +3% cold defense ------ Armor +1 Resistance +14% cold +3% light +3% darkness 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. |
rough leather gloves 'Ce'Nagakira', dex (0 def, 3 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Dex +3 Con offense ------ Physical Crit +2.0% Critical power +15.00% Damage +6% physical Accuracy +10 (+3 eff.) defense ------ Armor +3 Physical save +6 (+3 eff.) other ------- Max stamina +10.00 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. |
hardened leather gloves 'Guwen', starseeker, nighthunter (0 def, 4 armour) =SET:cun=1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +8 Cun +4 Mag offense ------ Damage +6% acid Accuracy +7 (+2 eff.) defense ------ Armor +4 Resistance +13% light +21% darkness Mind save +9 (+4 eff.) Poison Resist +20% Disease Resist +20% other ------- Infravision +4 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 turn cooldown Effective talent level: 1.0 Power cost 17 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 53.71 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant hardened leather gloves of spellstriking (0 def, 2 armour) =SET:mag=1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +9 (+3 eff.) On-Hit 7 arcane 6 light Damage +5% arcane +5% light defense ------ Armor +2 Resistance +5% arcane +8% light 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. |
Erudil the Blazequell, dex (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex offense ------ When Hit 4 fire defense ------ Armor +1 Fatigue +1% Resistance +3% acid +3% mind Spell save +9 (+5 eff.) Unlife -20.00 life Knockbk Resist +10% A cap made of leather. |
Shimmerveil, absorb (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Ignore resists +15% lightning defense ------ Armor +1 Fatigue +1% Resistance +3% acid +2% physical +9% cold Teleport Resist +20% other ------- Stamina when Hit +0.80 EQ when Hit +0.90 A cap made of leather. |
miner's iron helm of constitution (+3) (0 def, 4 armour) =SET:con=3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +4 Fatigue +5% other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +4 Str defense ------ Armor +4 Fatigue +4% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 327.6 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Vipersage', thaloren (0 def, 4 armour) =SET:mag=3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Mag +6 Wil +1 Con offense ------ Ignore resists +10% acid defense ------ Armor +4 Fatigue +4% Resistance +8% blight +9% nature Mind save +8 (+4 eff.) other ------- Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.0 Encumbrance 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. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 Encumbrance 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. |
6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 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. |
7 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 Encumbrance 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
445 alchemist agate0.0 Encumbrance 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. |
Smolderquench, survivor2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +10% fire defense ------ Resistance +3% blight +6% darkness Physical save +6 (+3 eff.) Life Regen +2.00 Healmod +12% Poison Resist +10% other ------- 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. |
bright brass lantern2.0 Encumbrance T1 lite [Ego] Master While equipped: other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +41.00 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ethereal brass lantern of clarity =SET:mag=1.0 Encumbrance T1 lite [Ego+] Arcane/Psionic While equipped: Stats +4 Mag offense ------ Spellpower +6 (+2 eff.) defense ------ Mind save +6 (+3 eff.) other ------- Light +5 See Stealth +7 See Invisibility +7 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. |
bright alchemist's lamp1.0 Encumbrance T3 lite [Ego] Master While equipped: other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Isolelle the Darkgasher, brutal (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +8 Cun +4 Con offense ------ Critical power +13.00% Physical Power +8 (+2 eff.) Ignore Armor +7 defense ------ Resistance +15% darkness other ------- See Invisibility +15 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Xetira, endurance (dig speed 30 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str offense ------ Physical Power +5 (+1 eff.) Ignore Armor +2 defense ------ Defense +30 (+8 eff.) Fatigue -6% Resistance +4% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Merchant's Waybill0.1 Encumbrance misc tool [Plot Item] Unknown Consult the waybill to access the one-stop shop inventory from anywhere. A stamped waybill written in several careful hands. It lists trusted couriers, shop marks, and delivery instructions from places you have already found. |
Transmogrification Chest2.0 Encumbrance 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 Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Shimmeridol, cleansing, stinging [power 200] (13 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +4 Str offense ------ Critical power +20.00% Physical Power +10 (+2 eff.) Ignore resists +10% lightning Accuracy +20 (+5 eff.) other ------- Stamina/turn +3.00 Max stamina +20.00 Sting an enemy dealing 200 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing 'Burnglean', supercharged, healing, evasive, powerful [power 188] (13 cooldown) =SET:con=2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: Stats +3 Con offense ------ Ignore Armor +2 defense ------ Defense +10 (+3 eff.) Resistance +3% fire Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 13 turn cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
evasive elven-wood totem of summon tentacle [power 365] (22 cooldown)2.0 Encumbrance T4 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 805 Base Damage: 401 Armor: 12 All Resist: 19 Puts all charms on 22 turn cooldown 100% to gain a 26% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Amyleg, extending, lightning storm, focusing, soothing [power 272] (13 cooldown)2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: defense ------ Resistance +6% blight Physical save +6 (+3 eff.) Spell save +9 (+5 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 54 lightning damage and will be dazed for 1 turn (272 total damage) Puts all charms on 13 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to reduce 2 talent cooldowns by 2. 100% to heal for 33. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's Wand2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+8 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 82 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 30 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
warded yew wand of lightning storm [power 248] (13 cooldown)2.0 Encumbrance T3 wand charm [Ego+] Arcane While equipped: other ------- Wards +3 blight +3 fire +3 temporal +3 lightning Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 49 lightning damage and will be dazed for 1 turn (248 total damage) Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Azikbe the Ghoul Archer level 15
33rd Dusk 122nd year of Ascendancy at 17:01 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Azikbe the Ghoul Archer level 32
8th Mirth 123rd year of Ascendancy at 04:15 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Azikbe the Ghoul Archer level 22
25th Haze 122nd year of Ascendancy at 18:57 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Azikbe the Ghoul Archer level 30
52nd Pyre 123rd year of Ascendancy at 01:43 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Azikbe the Ghoul Archer level 32
1st Summertide 123rd year of Ascendancy at 18:34 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Azikbe the Ghoul Archer level 10
9th Flare 122nd year of Ascendancy at 15:49 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Azikbe the Ghoul Archer level 20
10th Haze 122nd year of Ascendancy at 10:14 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Azikbe the Ghoul Archer level 30
50th Pyre 123rd year of Ascendancy at 13:34 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Azikbe the Ghoul Archer level 23
59th Haze 122nd year of Ascendancy at 18:58 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Azikbe the Ghoul Archer level 21
24th Haze 122nd year of Ascendancy at 03:40 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Azikbe the Ghoul Archer level 23
48th Regrowth 123rd year of Ascendancy at 21:25 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Azikbe the Ghoul Archer level 12
5th Dusk 122nd year of Ascendancy at 22:45 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Azikbe the Ghoul Archer level 29
25th Pyre 123rd year of Ascendancy at 03:59 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Azikbe the Ghoul Archer level 15
12nd Dusk 122nd year of Ascendancy at 18:28 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Azikbe the Ghoul Archer level 29
24th Pyre 123rd year of Ascendancy at 07:10 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Azikbe the Ghoul Archer level 23
51st Haze 122nd year of Ascendancy at 14:55 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Azikbe the Ghoul Archer level 16
52nd Dusk 122nd year of Ascendancy at 10:13 see stats
Log
Rested for 3 turns (stop reason: all resources and life at maximum).
PAI_STATE_EXPLORE
Azikbe picks up (K.): truestriking steel waraxe of paradox (105% power, 3 apr).
You gain 5.27 gold from the transmogrification of truestriking steel waraxe of paradox (105% power, 3 apr).
Ran for 1 turns (stop reason: didn't move).
PAI_STATE_EXPLORE
Ran for 1 turns (stop reason: didn't move).
PAI_STATE_EXPLORE
Azikbe picks up (a.): wild infusion of the warrior (res 34%; magical; dur 3; cd 15).
You gain 1.50 gold from the transmogrification of wild infusion of the warrior (res 34%; magical; dur 3; cd 15).
Azikbe MISS, 0% = (50 + 2,5 * (17 - 40)), min=0%, max=100%
A bolt of ice blasts onto Azikbe!
Ran for 8 turns (stop reason: taken damage).
PAI_STATE_EXPLORE
Ran for 1 turns (stop reason: checked door).
Ice blast trap hits Azikbe for 53 cold damage.
PAI_STATE_EXPLORE
Azikbe picks up (U.): searing stralite mail armour (4 def, 8 armour).
Azikbe picks up (P.): barbed pouch of stralite shots (16/16, 167% power, 5 apr).
You gain 0.95 gold from the transmogrification of barbed pouch of stralite shots (16/16, 167% power, 5 apr).
Azikbe picks up (b.): shielding rune (absorb 162; dur 5; cd 14).
Azikbe picks up (a.): regeneration infusion (heal 128; 15 cd).
You gain 0.88 gold from the transmogrification of regeneration infusion (heal 128; 15 cd).
Today is the 16th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
There is a previous level here (press '' or right click to use).
There is a next level here (press '' or right click to use).
Ran for 57 turns (stop reason: at exit).
PAI_STATE_EXPLORE
AI stopping: level change found
---------- Combat ended after 2 turn(s) ----------
























































































































