









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.5.0Combines 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: Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 29 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by Beloth the cutpurse at level 11 on the 10th Flare 122nd year of Ascendancy at 06:43 0 / 7Killed by Emuwyn the Guardian at level 15 on the 16th Dusk 122nd year of Ascendancy at 20:58 Killed by Isenor the bone giant at level 25 on the 4th Haze 122nd year of Ascendancy at 11:55 Killed by ogre guard at level 26 on the 8th Haze 122nd year of Ascendancy at 16:38 Killed by ogre pounder at level 26 on the 9th Haze 122nd year of Ascendancy at 01:40 Killed by Grand Corruptor at level 28 on the 42nd Haze 122nd year of Ascendancy at 10:37 Killed by uruivellas at level 29 on the 46th Haze 122nd year of Ascendancy at 07:10 |
Primary Stats
| Strength | 39 (base 30) |
| Dexterity | 70 (base 60) |
| Constitution | 37 (base 22) |
| Magic | 17 (base 17) |
| Willpower | 34 (base 11) |
| Cunning | 44 (base 19) |
Resources
| Life | -28/674 |
| Stamina | 143/260 |
| Healing Factor | 1.195652173913 |
| Regeneration | 0.89673913043477 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 51.646342358568 |
| See Invisible | 49.646342358568 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 52 |
| Crit Chance | 19% |
| APR | 28 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +16% |
| Blight | +40% |
| Arcane | +9% |
| Mind | +13% |
| Physical | +20% |
Offense: Damage Penetration
| Blight | +25% |
| Lightning | +20% |
Defense: Base
| Armour (hardiness) | 28 (70.376569037657%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 39 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Lightning | + 18%( 70%) |
| Light | + 12%( 70%) |
| Cold | + 30%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 14%( 70%) |
| Mind | + 12%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Confusion Resistance | 30% |
| Stun Resistance | 59% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 537% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 213 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 10 turns. While Heroism is active, you will only die when reaching -603 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.50 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Munitions | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Trained Reactions |
| talent | Venomous Ammunition |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +1. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 21. | 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. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed vial of wight ectoplasm. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' 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 faerlhing fang. * You've found the needed vial of greater demon bile. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' 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 bear paw. * You've found the needed bloated horror heart. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed green worm. * You've found the needed vial of squid ink. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Skyonslaught (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +3% mind +6% lightning Res.pen +20% lightning Melee Ret 8 mind ----- def ----- Armour +3 Fatigue +3% Resists +3% mind +9% lightning Disengage: Puts all charms on 14 cooldown Level 1.2 Pwr.cost 14 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 111% 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. A pair of boots made of leather. |
| Quiver | Hornet Stingers (20/20, 18-25.2 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
| Light source | bright alchemist's lamp of clarity1.0 T3 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +7 (+2 eff.) ---------- misc Light +5 See.Stealth +9 See.Invis +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+5 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 36 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 17 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around waist | Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 142, based on Magic) for 10 turns. Uses 18 power out of 7/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In main hand | Corpsebow4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: dps ---------- Ranged+ 20 blight Dmg.mod +40% blight On Hit (Ranged): * 40% chance to disease ----- def ----- Disease- +50% Cyst Burst: Level 5.0 Pwr.cost 9 out of 14/20. Range 8 Travel.spd instantaneous Is a spell Description: Make your target's diseases burst, doing 37.58 blight damage for each disease it is infected with. This will also spread any diseases to any nearby foes in a radius of 3. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | Polasevena (10 def, 6 armour)9.0 T3 light armor [Random Unique] Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Phys.crit +4.0% Apr +14 ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +8% Resists +3% acid +23% cold +3% light Spell.save +30 (+10 eff.) Mind.save +16 (+5 eff.) ---------- misc Stam/turn +0.80 Second Wind: (Instant) Puts all charms on 32 cooldown Level 5.0 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 104 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
| Cloak | murderer's linen cloak of the hunter (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +19 (+6 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) Fatigue -5% Max.HP +40.00 ---------- misc Max.stam +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Galeraldil'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +5 Cun +6 Con dps ---------- Mov.spd +10% Dmg.mod +9% arcane Res.pen +25% blight ----- def ----- Fatigue -6% Resists +9% blight HP.reg +0.50 ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
Inventory
regeneration infusion of the sneak (heal 209 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 209 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
insidious poison infusion (18 nature damage, 27% healing reduction)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 26 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 18.14 nature damage per turn for 7 turns, and reducing the target's healing received by 27%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (335% speed; 6 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 335% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Rune of the Rift (286.00 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 286.00 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 ability. |
Blackburst the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness Melee Ret 4 darkness 16 temporal ----- def ----- Fatigue -5% HP.reg +1.10 Amulets can have magical properties. |
Furnacejustice0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire On Hit (Melee): * 10 arcane resource burn * Slows global speed by 15% ----- def ----- Resists +3% blight +6% fire +11% mind Confus- +21% Amulets can have magical properties. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
archmage's steel amulet0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +3 (+3 eff.) Dmg.mod +5% acid +4% fire +4% lightning +5% cold Amulets can have magical properties. |
Harador0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +5 Cun +2 Con ---------- misc Equi/ret +0.04 Hate/m.crit +1.00 Infravis +1 See.Invis +6 Telepathy Demon/Minor Demon/Major Masteries +0.21 Technique/Mobility Amulets can have magical properties. |
cleansing gold amulet of cunning (+3)0.1 T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Cun ----- def ----- Resists +13% nature +11% blight Poison- +26% Disease- +23% Amulets can have magical properties. |
serendipitous gold amulet of willpower (+8)0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +8 Lck +4 Wil dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Unseen.red 12% Amulets can have magical properties. |
marksman's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% lightning Acc +4 (+1 eff.) ----- def ----- Resists +22% lightning Rings can have magical properties. |
Nimbusvalor0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +25% darkness Melee Ret 16 lightning ----- def ----- Resists +6% lightning Max.HP +22.00 Disarm- +26% Pinning- +22% Knockbk- +20% Rings can have magical properties. |
Ulfukan the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +1 Mag +2 Con dps ---------- Dmg.mod +12% cold On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +3% blight +30% cold +5% arcane +6% lightning Rings can have magical properties. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 12.38 cold and 14.85 physical damage (based on Willpower) each turn and knocking opponents back. Uses 54 power out of 60/60 This azure ring seems to be always moist to the touch. |
rogue's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Cun ----- def ----- Defense +10 (+4 eff.) Blind- +23% ---------- misc Infravis +4 See.Stealth +9 See.Invis +11 Rings can have magical properties. |
solipsist's steel ring of power0.1 T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +7 (+5 eff.) Mind.pwr +12 (+6 eff.) Rings can have magical properties. |
steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +8 (+2 eff.) Confus- +24% Rings can have magical properties. |
warrior's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Blind- +20% ---------- misc Infravis +4 See.Stealth +7 See.Invis +5 Rings can have magical properties. |
wizard's steel ring of arcana(+0.12/turn)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Silence- +26% ---------- misc Mana/turn +0.12 Rings can have magical properties. |
Ragidunachik the Singeswift0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +15% arcane +25% fire ----- def ----- Resists +18% fire Mind.save +8 (+2 eff.) Confus- +20% Rings can have magical properties. |
Treefear0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Melee Ret 20 nature On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% darkness Max.HP +28.00 Disarm- +30% Pinning- +21% Knockbk- +34% Rings can have magical properties. |
conjurer's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +7 (+5 eff.) Rings can have magical properties. |
rogue's gold ring of blinding strikes0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Cun dps ---------- Melee+ 32 light Ranged+ 22 light On Hit (Melee): * 10% chance to blind On Hit (Ranged): * 14% chance to blind ----- def ----- Defense +8 (+3 eff.) Rings can have magical properties. |
solipsist's gold ring of power0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +7 (+5 eff.) Mind.pwr +13 (+7 eff.) Rings can have magical properties. |
lifebinding ash vilestaff of wizardry (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Ego++] Arcane/Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Mag +2 Wil +4 Con dps ---------- Spell.crit +2% Spell.pwr +13 (+8 eff.) Dmg.mod +15% acid ----- def ----- HP.reg +1.00 Heal.mod +16% ---------- misc Max.mana +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (30-36 power, 8 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 35 [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+14 eff.) Dmg.mod +10% temporal +20% physical ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 3.0 Pwr.cost 13 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 68.91 physical (gravity) damage. Each target moved beyond the first increases the damage by 8.61 (up to a maximum of 34.46 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
yew magestaff of power (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +22 (+12 eff.) Dmg.mod +20% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff (20-24 power, 4 apr, temporal element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+6 eff.) Dmg.mod +20% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal elven-wood starstaff (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +17 (+10 eff.) Melee+ 8% confusion Dmg.mod +25% light Phasing +14% ----- def ----- Defense +14 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel greatmaul (41.5-62.25 power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 41.5 - 62.2 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
insidious stralite greatmaul of massacre (67-100.5 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego] Nature/Master Power 67.0 - 100.5 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +26 insidious poison Massive two-handed mauls. |
flaming dwarven-steel mace of crippling (26.5-37.1 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Arcane/Master Power 26.5 - 37.1 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +7 fire On Crit: * cripple the target While equipped: dps ---------- Phys.crit +7.0% Blunt and deadly. |
Silent Blade (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 55% Dex, 35% Str Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
acidic steel dagger (12-15.6 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 12.0 - 15.6 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 acid On Crit: * splashes the target with acid Sharp, short and deadly. |
Eilinegata (15-19.5 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Master Power 15.0 - 19.5 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 physical While equipped: Stats +3 Dex dps ---------- Phys.crit +7.0% Crit.mult +13.00% Dmg.mod +6% mind +8% physical Res.pen +8% physical Acc +8 (+3 eff.) Apr +17 ----- def ----- Armour +6 Defense +7 (+3 eff.) Disarm- +30% ---------- misc Max.stam +5.00 Sharp, short and deadly. |
Spelldrinker (27-35.1 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 55% Dex, 5% Mag, 45% Str Acc+ +0.5% APR / acc Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
parasitic vined mindstar (4.5-4.95 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic This parasitic mindstar will draw strength from other psionic mindstars. Power 4.5 - 5.0 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- HP.leech%% +6% HP.leech +9% ---------- misc Hate/m.crit +1.00 Max.hate +11.00 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. |
Durothel the Eclipsepulverizer (7.5-8.25 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic This honing mindstar will focus other psionic mindstars. Power 7.5 - 8.2 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +12 darkness On Hit: * 40% chance to inflict 15% damage reduction While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +6% arcane +5% physical Res.pen +4% physical +20% darkness +10% arcane Melee Ret 20 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +4% physical 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. |
mitotic pulsing mindstar (13-14.3 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Power 13.0 - 14.3 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +13.5% Atk.spd 100% On Hit: * Slows global speed by 8% * 9% chance to corrode armour by 30% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Divide the mindstar in two Puts all charms on 1 cooldown 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. |
ash longbow 'Erelodan'4.0 T2 longbow 2H weapon [Random Unique] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+4 eff.) Dmg.mod +27% physical Res.pen +12% physical ----- def ----- Defense +2 (+1 eff.) Silence- +10% Pinning- +15% Def/telep +10 ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Longbows are used to shoot arrows at your foes. |
blazebringer's yew longbow of nature4.0 T3 longbow 2H weapon [Ego++] Nature Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Ranged+ +12 nature +17 fire While equipped: dps ---------- All.spd +3% Res.pen +11% nature +11% fire ----- def ----- Resists +6% all Longbows are used to shoot arrows at your foes. |
hateful quiver of yew arrows of crippling (21/21, 31-43.4 power, 10 apr)3.0 T3 arrow ammo [Ego++] Master/Psionic Power 31.0 - 43.4 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +13.0% Capacity 21 Ranged+ +18 darkness Against +12% Living On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of amnesia (18/18, 35-49 power, 10 apr)3.0 T3 arrow ammo [Ego+] Psionic Power 35.0 - 49.0 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 18 On Hit: * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of crippling (24/24, 33.5-46.9 power, 10 apr)3.0 T3 arrow ammo [Ego+] Master Power 33.5 - 46.9 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +13.0% Capacity 24 On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
sentry's quiver of yew arrows of daylight (54/54, 40.5-56.7 power, 16 apr)3.0 T3 arrow ammo [Ego+] Arcane Power 40.5 - 56.7 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +16 Crit +2.0% Capacity 54 Rld cld 1 Ranged+ +14 light Against +15% Undead Arrows are used with bows to pierce your foes to death. |
deadly pouch of stralite shots of paradox (18/18, 53-63.6 power, 5 apr)3.0 T4 shot ammo [Ego] Arcane/Master Power 53.0 - 63.6 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 18 Ranged+ +6 temporal On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of stralite shots of accuracy (16/16, 43.5-52.2 power, 5 apr)3.0 T4 shot ammo [Ego] Master/Psionic Power 43.5 - 52.2 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.1% dam / acc Acc +6 Apr +5 Crit +5.5% Capacity 16 Ranged+ +15 physical On Hit: * 10% chance to knock the target back Shots are used with slings to pummel your foes to death. |
shocking dwarven-steel shield of crushing (8 def, 2 armour, 79.5 block)7.0 T3 shield armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +6 (+2 eff.) Melee+ 6 lightning Melee Ret 16 lightning ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Handheld deflection devices. |
radiant stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor [Ego+] Nature While equipped: Stats +2 Wil dps ---------- Melee Ret 4 light ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +16% Resists +15% blight +14% darkness ---------- misc Light +2 A suit of armour made of mail. |
enlightening steel plate armour of the deep (4 def, 11 armour)17.0 T2 massive armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +11 Defense +4 (+2 eff.) Fatigue +22% Resists +7% acid +9% cold Mind.save +12 (+4 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
hardened leather belt 'Radiancehunger'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Resists +15% lightning +7% fire +20% cold +6% temporal Pinning- +20% Teleport- +10% A belt that goes around your waist. |
Grinygen the Galebloom (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+1 eff.) Dmg.mod +12% mind ----- def ----- Defense +1 (+1 eff.) Fatigue -2% Resists +9% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +2 Str +2 Dex +2 Cun +3 Con dps ---------- Acc +5 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Islyyawyn (0 def, 9 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +4 Str +7 Dex +2 Cun +7 Lck ----- def ----- Armour +9 Fatigue -3% Stealth +6 ---------- misc Infravis +2 Telepathy Humanoid/Orc Disengage: Puts all charms on 14 cooldown Level 1.2 Pwr.cost 14 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 111% 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. A pair of boots made of leather. |
miner's pair of hardened leather boots of uncanny dodging (2 def, 9 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Rng.Def +4 (+2 eff.) Fatigue +3% ---------- misc Infravis +2 A pair of boots made of leather. |
pair of hardened leather boots 'Belovena' (16 def, 9 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Spell.pwr +4 (+3 eff.) ----- def ----- Armour +9 Defense +16 (+6 eff.) Rng.Def +4 (+2 eff.) Fatigue +3% Spell.save +30 (+10 eff.) ---------- misc Infravis +2 See.Invis +9 Evasion: (Instant) Puts all charms on 27 cooldown Level 3.6 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 32 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hellraider (0 def, 2 armour)1.0 T3 hands armor [Rare] Arcane While equipped: dps ---------- Mind.pwr +6 (+3 eff.) Melee+ 10 light Dmg.mod +7% light Melee Ret 8 fire ----- def ----- Armour +2 Resists +8% light Mind.save +10 (+3 eff.) ---------- misc Equi/ret +0.12 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of the nighthunter (0 def, 2 armour)1.0 T3 hands armor [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +2 Resists +7% darkness ---------- misc Infravis +2 Track: Puts all charms on 14 cooldown Level 2.0 Pwr.cost 14 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Un'fezan's Cap (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+5 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +10% physical +10% temporal Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 14 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 88.80 mind damage and cripples the target's higher mental functions, reducing cunning by 8 and confusing (25% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
2 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 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
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. |
56 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. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +41.00 Heal.mod +10% ---------- misc Light +2 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. |
woodsman's dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. |
tentacled yew totem of thorny skin [power 36] (1/18 cooldown)2.0 T3 totem charm [Ego+] Nature While equipped: ---------- misc Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Harden the skin for 7 turns increasing armour by 36 and armour hardiness by 50% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Grunt the Cornac Archer level 18
28th Dusk 122nd year of Ascendancy at 03:11 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Grunt the Cornac Archer level 27
15th Haze 122nd year of Ascendancy at 10:37 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Grunt the Cornac Archer level 21
68th Dusk 122nd year of Ascendancy at 03:16 see stats
Exterminator
Killed 1000 creatures.By Grunt the Cornac Archer level 18
33rd Dusk 122nd year of Ascendancy at 23:53 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Grunt the Cornac Archer level 28
30th Haze 122nd year of Ascendancy at 08:36 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Grunt the Cornac Archer level 20
62nd Dusk 122nd year of Ascendancy at 21:18 see stats
Level 10
Got a character to level 10.By Grunt the Cornac Archer level 10
7th Mirth 122nd year of Ascendancy at 19:24 see stats
Level 20
Got a character to level 20.By Grunt the Cornac Archer level 20
61st Dusk 122nd year of Ascendancy at 17:39 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Grunt the Cornac Archer level 15
13rd Dusk 122nd year of Ascendancy at 20:51 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Grunt the Cornac Archer level 25
1st Haze 122nd year of Ascendancy at 09:08 see stats
Size matters
Did over 600 damage in one attack.By Grunt the Cornac Archer level 25
1st Haze 122nd year of Ascendancy at 06:09 see stats
The Arena
Unlocked Arena mode.By Grunt the Cornac Archer level 9
3rd Mirth 122nd year of Ascendancy at 22:45 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Grunt the Cornac Archer level 27
26th Haze 122nd year of Ascendancy at 19:20 see stats
The secret city
Discovered the truth about mages.By Grunt the Cornac Archer level 12
2nd Dusk 122nd year of Ascendancy at 18:44 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Grunt the Cornac Archer level 27
26th Haze 122nd year of Ascendancy at 01:31 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Grunt the Cornac Archer level 18
30th Dusk 122nd year of Ascendancy at 06:30 see stats
Log
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Grunt uses Tumble.
Grunt uses Disengage.
Grunt wears (replacing pair of hardened leather boots 'Belovena' (16 def, 9 armour)): Skyonslaught (0 def, 3 armour).
Grunt deactivates Aim.
Grunt deactivates Intuitive Shots.
Uruivellas's firestorm hits Grunt for 77 fire damage.
Crippling Poison from Grunt hits Uruivellas for 20 nature damage.
Numbing Poison from Grunt hits Uruivellas for 15 nature damage.
Uruivellas misses Grunt.
Uruivellas fails to use Disarm.
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Grunt uses Escape.
Grunt enters an evasive stance!.
Grunt uses Tumble.
Grunt slows down.
Grunt performs a melee critical strike against Uruivellas!
Grunt hits Uruivellas for 46 physical damage.
Grunt hits Uruivellas for 4 mind damage.
Uruivellas hits Grunt for 94 physical, 11 lightning (106 total damage).
Grunt stops regenerating health quickly.
Uruivellas's firestorm hits Grunt for 77 fire damage.
Uruivellas is no longer poisoned.
Uruivellas fails to use Disarm.
Crippling Poison from Grunt hits Uruivellas for 20 nature damage.
Uruivellas uses Disarm.
Grunt reacts to an attack from Uruivellas, mitigating the blow!.
Saving game...
















































































































