









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! 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. 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:
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 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Higher |
| Class | Corruptor |
| Level / Exp | 28 / 99% |
| Size | medium |
| Lifes / Deaths | Killed by corrupted gigantic sandworm tunneler at level 17 on the 63rd Dusk 122nd year of Ascendancy at 08:45 0 / 7Killed by Grand Corruptor at level 23 on the 77th Haze 122nd year of Ascendancy at 09:41 Killed by Lisyssra the temporal stalker at level 27 on the 6th Decay 122nd year of Ascendancy at 04:27 Killed by Ivedhewen the elven cultist at level 28 on the 10th Decay 122nd year of Ascendancy at 20:16 Killed by cutpurse at level 28 on the 2nd Allure 123rd year of Ascendancy at 06:58 Killed by Ce'Nylemira the Guard at level 28 on the 2nd Allure 123rd year of Ascendancy at 11:08 Killed by Bandit Leader Ce'Nerianne at level 28 on the 2nd Allure 123rd year of Ascendancy at 17:32 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 23 (base 10) |
| Constitution | 37 (base 37) |
| Magic | 74 (base 54) |
| Willpower | 27 (base 13) |
| Cunning | 48 (base 32) |
Resources
| Life | -233/714 |
| Vim | 220/338 |
| Healing Factor | 1.4541015905906 |
| Regeneration | 0.36352539764765 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 10 |
| Infravision | 1 |
| See Invisible | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 28 |
| Crit Chance | 20% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +29% |
| Arcane | +22% |
| Mind | +6% |
| All | 0% |
| Darkness | +3% |
| Light | +10% |
| Physical | +23% |
| Cold | +6% |
| Fire | +19% |
| Nature | +41% |
Offense: Damage Penetration
| Blight | +25% |
| Fire | +5% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 14 (48.304188961773%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 45 |
| Mental Save | 33 |
Defense: Resistances
| Physical | + 24%( 74%) |
| Lightning | + 22%( 74%) |
| Light | + 34%( 74%) |
| Mind | + 30%( 74%) |
| Darkness | + 17%( 74%) |
| Arcane | + 40%( 74%) |
| Fire | + 28%( 74%) |
| All | + 15%( 74%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
| Poison Resistance | 60% |
| Confusion Resistance | 18% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 503% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 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 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 Magic stat. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 480 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 392 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Blood | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Corruption / Blight | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Curses | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by fire drake. Escort: lost sun paladin (level 2 of Old Forest) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed ritch stinger. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of faeros ash. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed minotaur nose. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed honey tree root. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 |
Equipment
| On feet | Scorpionjeer the pair of rough leather boots (0 def, 7 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- On Hit (Melee): * 20% chance to slow global speed by 48% * 10% chance to reduce armor by 38% ----- def ----- Armour +7 Resists +3% light Phys.save +9 (+5 eff.) Stealth +6 Die.at -40.00 life A pair of boots made of leather. |
| Light source | Balifast the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +12% physical ----- def ----- Die.at -60.00 life ---------- misc Stam/turn +3.00 Max.stam +20.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Beodevor the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane +3% mind Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Heal.mod +15% Poison- +10% A pointy cloth hat, very wizardly... |
| Tool | dwarven-steel torque of psionic shield 'Chillwyrd' [power 71] (20/25 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +10 (+5 eff.) Dmg.mod +6% cold ---------- misc Stam/turn +3.00 Setup a psionic shield, reducing all damage taken by 71 for 5 turns Puts all charms on 25 cooldown 100% to heal for 41. 100% to increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Rings make your fingers look great! |
| On fingers | psionicist's steel ring of the mountain (+11%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Mind.save +4 (+2 eff.) Rings make your fingers look great! |
| Around waist | Mardotar the Festerrend1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Resists +3% darkness +15% fire Phys.save +3 (+2 eff.) Spell.save +6 (+2 eff.) Max.HP +48.00 Heal.mod +10% A belt that goes around your waist. |
| In main hand | yew magestaff 'Lavabreak' (120% power, 4 apr, blight element)5.0 T3 staff 2H weapon [Random Unique] Arcane/Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +24.00% Spell.pwr +19 (+4 eff.) Melee+ 16 fire Dmg.mod +20% blight +9% fire +3% darkness Res.pen +5% fire Melee Ret 2 fire ----- def ----- Defense +8 (+2 eff.) ---------- misc Vim/s.crit +1.00 Max.vim +12.00 Max.P.En +10.00 Max.N.En +10.00 Light +3 See.Invis +7 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 140.98 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Pureedge the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +9% nature +6% mind Res.pen +25% blight Acc +18 (+9 eff.) ----- def ----- Armour +2 Resists +15% mind Unarmed combat: Power 118% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +9.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.crit +20% Spell.pwr +15 (+3 eff.) Dmg.mod +22% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+6 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
| Around neck | stralite amulet 'Arctrial'0.1 T4 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Wil dps ---------- Crit.mult +15.00% Spell.pwr +12 (+3 eff.) Mind.pwr +9 (+5 eff.) Dmg.mod +9% blight +10% fire ----- def ----- Armour +5 Defense +8 (+2 eff.) Resists +9% lightning Res.Cap +4% all Phys.save +14 (+7 eff.) Mind.save +9 (+4 eff.) Confus- +18% ---------- misc Equi/ret +0.16 Amulets make your neck look great! |
Inventory
regeneration infusion (heal 91; 14 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 91 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. |
regeneration infusion of the wizard (heal 329; 12 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 329 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. |
regeneration infusion of the wizard (heal 370; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 370 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. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (258.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 258.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the warrior (damage 57; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 57.45 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 20; cd 10)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 20 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. |
Liseth0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +1 Con ----- def ----- Defense +5 (+1 eff.) Disease- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +2.00 Masteries +0.12 Corruption/Sanguisuge Amulets make your neck look great! |
gold amulet 'Quenchroar'0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% cold Res.pen +5% cold ----- def ----- Armour +4 Defense +7 (+2 eff.) Resists +7% physical Res.Cap +4% all Phys.save +13 (+6 eff.) Blind- +19% ---------- misc Stam/turn +0.40 Light +3 Infravis +6 Sight +2 See.Invis +10 Amulets make your neck look great! |
mindweaver's steel amulet of vision0.1 T2 amulet jewelry [Ego++] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +8 (+4 eff.) ----- def ----- Mind.save +6 (+3 eff.) Blind- +14% Confus- +11% ---------- misc Infravis +3 Sight +2 See.Invis +7 Amulets make your neck look great! |
wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +4 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Radhosin the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Res.pen +20% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +12% fire +6% cold +9% temporal Spell.save +18 (+6 eff.) Mind.save +10 (+5 eff.) Rings make your fingers look great! |
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
rogue's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +7 (+1 eff.) Mind.pwr +7 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Rings make your fingers look great! |
Stormfront (136% power, 15 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Unique] Nature Power 137% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Moon (100% power, 0 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The moon shines alone in a starless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Darkness Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
arcing dwarven-steel dagger of massacre (129% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Master Power 130% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 100 damage Sharp, short and deadly. |
dwarven-steel dagger of amnesia (112% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Psionic Power 112% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. |
dwarven-steel dagger of enduring (119% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Nature Power 120% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +7 Con +7 Wil ----- def ----- Max.HP +38.00 Sharp, short and deadly. |
dwarven-steel dagger of shearing (118% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 119% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% all Acc +11 (+6 eff.) Apr +8 Sharp, short and deadly. |
elemental iron dagger (98% power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Arcane Power 99% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 100 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +7% lightning Sharp, short and deadly. |
hateful dwarven-steel dagger of daylight (123% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Psionic Power 123% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 darkness +8 light Against +5% Living +8% Undead Sharp, short and deadly. |
stralite dagger of disruption (137% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Disrupt Power 137% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Against +11% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Sharp, short and deadly. |
truestriking dwarven-steel dagger (116% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 116% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +14 (+7 eff.) Apr +7 Sharp, short and deadly. |
truestriking stralite dagger (131% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Power 131% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical Acc +11 (+6 eff.) Apr +9 Sharp, short and deadly. |
warbringer's steel dagger of shearing (103% power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Master Power 104% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+3 eff.) Res.pen +6% physical +7% all Acc +6 (+3 eff.) Apr +6 ----- def ----- Disarm- +13% Sharp, short and deadly. |
balanced dwarven-steel greatmaul of dampening (154% power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Disrupt/Master Power 154% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Acc +12 (+6 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +14% acid +13% lightning +10% cold +16% fire +6% all Spell.save +12 (+4 eff.) Disarm- +43% Massive two-handed mauls. |
manaburning iron greatmaul (119% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Disrupt Power 120% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit: * 17 arcane resource burn Massive two-handed mauls. |
balanced dwarven-steel greatsword of vileness (142% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane/Master Power 142% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 blight On Hit: * 12% chance to reduce strength, dexterity, and constitution by 28 While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +39% Massive two-handed swords. |
Surefire4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+6 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Chamulen the thorny mindstar (94% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +12 Cun dps ---------- Spell.crit +1% Mind.crit +3% Crit.mult +32.00% Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +12 (+6 eff.) ---------- misc Max.hate +4.00 Max.psi +10.00 Max.vim +10.00 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. |
rough leather sling of acid4.0 T1 sling 1H weapon Reqs Shoot [Ego] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +7 acid While equipped: dps ---------- Dmg.mod +8% acid Slings are used to hurl stones or metal shots at your foes. |
Kor's Fall (100% power, 0 apr, blight element)5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 5.9 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 270.80 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (542). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Staff of Arcane Supremacy (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 121% Range: 1.2x Uses 150% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 4 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
yew magestaff 'Earthsun' (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +11 (+2 eff.) Dmg.mod +3% blight +20% fire Res.pen +10% blight +15% nature ----- def ----- Armour +8 Defense +8 (+2 eff.) Resists +10% fire Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.19 Mana/s.crit +2.00 Max.mana +47.00 Wards +3 fire Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Isudawen1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Acc +30 (+13 eff.) ----- def ----- Resists +3% blight +6% darkness +3% lightning Max.HP +44.00 ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
hardened leather belt of recklessness1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +8.00% Phys.pwr +5 (+3 eff.) A belt that goes around your waist. |
rough leather belt 'Ulufast'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Resists +3% mind Phys.save +6 (+3 eff.) Spell.save +3 (+1 eff.) Mind.save +12 (+6 eff.) HP.reg +4.00 Disease- +10% A belt that goes around your waist. |
spiritwalker's hardened leather belt of magery1.0 T3 belt armor [Ego++] Arcane While equipped: Stats +3 Wil +10 Mag dps ---------- Spell.crit +4% ---------- misc Mana/turn +0.30 Max.mana +25.00 A belt that goes around your waist. |
Arykira the linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +12% cold ---------- misc Stam/turn +3.00 Mana/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Beiromilin (2 def, 12 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.crit +4% Mind.crit +3% Crit.mult +36.00% Spell.pwr +5 (+1 eff.) Dmg.mod +9% arcane Res.pen +6% arcane ----- def ----- Armour +12 Defense +2 (+0 eff.) Resists +24% cold Crit.chn- 15.00% ---------- misc Max.mana +20.00 Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Belilevea' (2 def, 6 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +32 (+13 eff.) On Hit (Melee): * 20 arcane resource burn * 10% chance to slow global speed by 48% ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue -5% Resists +3% acid +15% cold +3% light Max.HP +71.00 ---------- misc Max.stam +19.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Grinilandur' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Str +3 Wil dps ---------- Dmg.mod +6% physical ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 ---------- misc Light +3 See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Kilnbraid (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +3 Mag +3 Con dps ---------- Dmg.mod +12% fire Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Armour +3 Resists +9% fire +8% cold ---------- misc Spell.cld 10% Rush: Puts all charms on 25 cooldown Level 2.5 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of rough leather boots 'Glittercrack' (5 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Res.pen +10% light Acc +15 (+8 eff.) ----- def ----- Armour +1 Defense +5 (+1 eff.) Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
wanderer's pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +2 Wil +3 Cun +2 Con ----- def ----- Armour +3 Phys.save +13 (+6 eff.) Mind.save +13 (+6 eff.) Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 109% Range: 1.1x Uses 40% Dex, 40% Cun, 20% Mag 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
blighted hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+3 eff.) Melee+ 7 blight Dmg.mod +5% blight ----- def ----- Armour +2 Resists +7% blight Unarmed combat: Power 127% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +7 blight On Hit: 20% Soul Rot 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of the starseeker (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Cun +1 Mag ----- def ----- Armour +2 Fatigue +3% Resists +6% light +6% darkness ---------- misc Infravis +1 Unarmed combat: Power 120% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +24 light +16 darkness Starfall: Puts all charms on 20 cooldown Level 2.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 105.97 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 Unarmed combat: Power 113% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 5 darkness Dmg.mod +3% darkness ----- def ----- Armour +1 Resists +6% darkness Unarmed combat: Power 90% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 20% Moonlight Ray 1 On Hit: * 5% chance to reduce damage dealt by 18% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+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. |
augmenting cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +5% acid +6% lightning +6% cold +5% arcane +5% fire ----- def ----- Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
augmenting elven-silk wizard hat of darkness (+16%) (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +5% acid +11% darkness +3% lightning +5% cold +6% arcane +3% fire ----- def ----- Defense +3 (+1 eff.) Resists +16% darkness A pointy cloth hat, very wizardly... |
cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
thaloren hardened leather cap of ire (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +3 Str +4 Wil +3 Con ----- def ----- Armour +3 Fatigue +3% Resists +5% blight Phys.save +8 (+4 eff.) Mind.save +15 (+7 eff.) Battle Cry: Puts all charms on 28 cooldown Level 3.5 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
warlord's dwarven-steel helm of strength (+9) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +9 Str +4 Wil dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +8% physical Phys.save +7 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fortifying dwarven-steel mail armour of command (9 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego++] Master/Psionic While equipped: Stats +4 Str +3 Cun +3 Con ----- def ----- Armour +13 Defense +9 (+3 eff.) Fatigue +12% Mind.save +12 (+6 eff.) Max.HP +44.00 A suit of armour made of mail. |
cleansing cured leather armour of stability (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +11% blight +6% physical +14% nature Phys.save +12 (+6 eff.) A suit of armour made of leather. |
cured leather armour of clarity (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego] Psionic While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +6% mind Mind.save +13 (+6 eff.) A suit of armour made of leather. |
prismatic reinforced leather armour of command (20 def, 12 armour)9.0 T4 light armor Reqs Str 18 [Ego+] Arcane/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +12 Defense +20 (+6 eff.) Fatigue +8% Resists +13% light +13% darkness Mind.save +14 (+7 eff.) A suit of armour made of leather. |
rejuvenating rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% HP.reg +2.40 ---------- misc Stam/turn +0.90 A suit of armour made of leather. |
troll-hide hardened leather armour of resilience (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +67.00 HP.reg +5.00 Heal.mod +13% A suit of armour made of leather. |
volcanic hardened leather armour of Eyal (9 def, 15 armour)9.0 T3 light armor Reqs Str 16 [Ego++] Nature While equipped: dps ---------- Melee+ 7 fire Ranged+ 7 fire ----- def ----- Armour +15 Defense +9 (+3 eff.) Fatigue +8% Resists +21% fire +10% physical Max.HP +28.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of leather. |
steel shield 'Murkquell' (0 def, 4 armour, 38.5 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 acid Melee Ret 4 acid On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +4 Fatigue +8% Resists +9% lightning +15% cold +5% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
11 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. |
612 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
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. |
iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Aerariath2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Dex +1 Mag +3 Wil +3 Cun dps ---------- Crit.mult +5.00% Dmg.mod +5% mind ----- def ----- Resists +3% temporal ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
steel torque of clear mind [power 2] (20/25 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Isunor the elm totem of healing [power 116] (20/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Resists +3% acid Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
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. |
Lustreraven the ash wand of shielding [power 188] (20/20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% darkness Melee Ret 6 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% light +6% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Sleetbait [power 194] (20/15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +15% cold Res.pen +10% fire Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (194 total damage) Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding [power 110] (20/20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
7 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 (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Korruptie the Higher Corruptor level 11
2nd Flare 122nd year of Ascendancy at 18:30 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Korruptie the Higher Corruptor level 25
4th Decay 122nd year of Ascendancy at 02:05 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Korruptie the Higher Corruptor level 24
77th Haze 122nd year of Ascendancy at 12:02 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Korruptie the Higher Corruptor level 10
2nd Mirth 122nd year of Ascendancy at 23:43 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Korruptie the Higher Corruptor level 20
66th Dusk 122nd year of Ascendancy at 18:38 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Korruptie the Higher Corruptor level 20
72nd Dusk 122nd year of Ascendancy at 23:27 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Korruptie the Higher Corruptor level 28
2nd Allure 123rd year of Ascendancy at 17:30 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Korruptie the Higher Corruptor level 10
4th Mirth 122nd year of Ascendancy at 02:13 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Korruptie the Higher Corruptor level 13
9th Dusk 122nd year of Ascendancy at 00:22 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Korruptie the Higher Corruptor level 24
3rd Decay 122nd year of Ascendancy at 16:12 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Korruptie the Higher Corruptor level 17
34th Dusk 122nd year of Ascendancy at 05:56 see stats
Log
Grappled from Bandit Leader Ce'Nerianne hits Korruptie for (71 flat reduction), 77 physical (77 total damage).
Something performs a melee critical strike against Korruptie!
Something hits Korruptie for 107 physical, 19 darkness, 10 light, 5 darkness (141 total damage).
Grappling hits Korruptie for 1 physical damage.
Korruptie rearms.
Grappled from Bandit Leader Ce'Nerianne hits Korruptie for 69 physical damage.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
You are unable to move!
Something performs a melee critical strike against Korruptie!
Something hits Korruptie for 71 physical, 19 darkness, 149 physical, 19 darkness, 10 light, 5 darkness (273 total damage).
Grappling hits Korruptie for 1 physical damage.
Grappled from Bandit Leader Ce'Nerianne hits Korruptie for 69 physical damage.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Something hits Korruptie for (58 to bones), 0 physical, 19 darkness (19 total damage).
Personal New Achievement: That was close (Insane (Adventure) difficulty)!
You collect a new ingredient: length of troll intestine (1).
Grappling hits Korruptie for 1 physical damage.
Talent Virulent Disease is ready to use.
Grappled from Bandit Leader Ce'Nerianne hits Korruptie for 32 physical damage.
Something performs a melee critical strike against Korruptie!
Korruptie is disarmed!
Something hits Korruptie for 139 physical damage.
Korruptie the level 28 higher corruptor was dissected to death by Bandit Leader Ce'Nerianne on level 1 of bandit fortress.








































































































































