











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Allow Respec Anywhere 1.2.3Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. 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:
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. 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 Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Faster ToME4 1.7.3Makes ToME4 run faster: 1. Add cache for particle & shader effects, thus reduce the delay of IO & parsing lua files, especially when there are many mobs around. It is compatible with 1.7.4. 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. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.2This 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 Items Vault 1.7.0Donators/Buyers bonus! 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 | Halfling |
| Class | Rogue |
| Level / Exp | 33 / 19% |
| Size | small |
| Lifes / Deaths | Killed by rogue sapper at level 18 on the 30th Dusk 122nd year of Ascendancy at 13:13 0 / 9Killed by fire drake at level 20 on the 3rd Decay 122nd year of Ascendancy at 19:30 Killed by ritch flamespitter at level 20 on the 2nd Wintertide 123rd year of Ascendancy at 12:24 Killed by Emuriatira the ghast at level 26 on the 14th Pyre 123rd year of Ascendancy at 00:49 Killed by Xerygana the snow giant at level 31 on the 28th Pyre 123rd year of Ascendancy at 10:40 Killed by faerlhing at level 31 on the 29th Pyre 123rd year of Ascendancy at 08:21 Killed by faerlhing at level 31 on the 29th Pyre 123rd year of Ascendancy at 09:48 Killed by corrupted skeleton warrior at level 33 on the 32nd Pyre 123rd year of Ascendancy at 08:52 Killed by corrupted skeleton warrior at level 33 on the 33rd Pyre 123rd year of Ascendancy at 00:17 |
Primary Stats
| Strength | 19 (base 13) |
| Dexterity | 88 (base 60) |
| Constitution | 13 (base 12) |
| Magic | 22 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 130 (base 60) |
Resources
| Life | -27/785 |
| Stamina | 202/221 |
| Healing Factor | 1.3083363011315 |
| Regeneration | 14.32628249739 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 10 |
Offense: Mainhand
| Damage | 118 |
| Accuracy | 68 |
| Crit Chance | 64% |
| APR | 47 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 93 |
| Accuracy | 68 |
| Crit Chance | 64% |
| APR | 47 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 43% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +9% |
| Light | +14% |
| All | 0% |
Offense: Damage Penetration
| Physical | +18% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 13 (69.687909656376%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 40 |
| Mental Save | 50 |
Defense: Resistances
| Blight | + 15%( 70%) |
| Acid | + 15%( 70%) |
| Darkness | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 32 up to 6 times. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 757% 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 119 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 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 589 damage for 4 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Duelist | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. You should bring it to the elders of Last Hope in the southeast. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 fire 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 Possessed. | 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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed ice ant stinger. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed bloated horror heart. * You've found the needed bear paw. | 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! | 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 within3 lumberjacks have died. | 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 | Aerabers the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +6 Dex +3 Mag +5 Wil +4 Cun +8 Lck dps ---------- Crit.mult +10.00% Dmg.mod +9% physical Acc +15 (+3 eff.) ----- def ----- Armour +3 Phys.save +8 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Stealth +8 Die.at -20.00 life ---------- misc Stam/turn +1.00 Spell.cld 10% A pair of boots made of leather. |
| Light source | Xanemira1.0 T3 lite [Rare] Psionic While equipped: Stats +2 Cun +4 Dex ----- def ----- Defense +8 (+2 eff.) Phys.save +12 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +22 (+7 eff.) ---------- misc Light +7 Infravis +2 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
| On hands | brawler's drakeskin leather gloves of archery (0 def, 3 armour)1.0 T4 hands armor [Ego++] Master While equipped: Stats +3 Str +6 Dex +7 Cun dps ---------- Acc +6 (+1 eff.) Apr +10 ----- def ----- Armour +3 Phys.save +9 (+3 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 24.5 - 27.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +14 Apr +10 Crit +10.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 On Hit: 10% Set Up 5 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | ash wand of shielding 'Arisin' [power 170] (17/20 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +3 Str +2 Wil Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. 100% to reduce 1 talent cooldowns by 2. 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Grinoromnir0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Cun +2 Mag dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +9 (+3 eff.) Melee+ 11 light Ranged+ 15 light Dmg.mod +14% light ----- def ----- Phys.save +6 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +9 (+3 eff.) ---------- misc Infravis +3 Rings make your fingers look great! |
| On fingers | copper ring 'Ulfalin'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Phys.crit +5.0% Acc +16 (+4 eff.) Apr +4 Rings make your fingers look great! |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | acidic stralite dagger of massacre (36-46 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Arcane/Master Power 35.5 - 46.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 Sharp, short and deadly. |
| Around waist | Dryrab the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +7 Mag +8 Wil +5 Cun +7 Lck dps ---------- Melee Ret 10 temporal ----- def ----- Stealth +9 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc T.Disarm +13 Infravis +5 A belt that goes around your waist. |
| In off hand | truestriking stralite dagger of shearing (28-36 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Master Power 28.0 - 36.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical +9% all Acc +23 (+5 eff.) Apr +16 Sharp, short and deadly. |
| Cloak | murderer's linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide reinforced leather armour of Eyal (12 def, 7 armour)9.0 T4 light armor [Ego++] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Max.HP +63.00 HP.reg +10.70 Heal.mod +28% A suit of armour made of leather. |
Inventory
regeneration infusion of the sneak (heal 712; 14 cd)0.1 infusion scroll [Ego] 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) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 712 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 nature talent. |
shielding rune of the duelist (absorb 488; dur 6; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 488 damage for 6 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 424; dur 5; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 424 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Zosin0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Con ----- def ----- Fatigue -4% Resists +12% lightning +13% light +16% darkness Crit.dmg- 5.00% HP.reg +2.00 Blind- +24% Stun/Frz- +25% ---------- misc See.Invis +6 Amulets make your neck look great! |
grounding copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets make your neck look great! |
restful gold amulet of perfection (0.21 Technique / Dual techniques,0.21 Cunning / Poisons)0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Fatigue -5% HP.reg +3.00 ---------- misc Masteries +0.21 Technique/Dual techniques +0.21 Cunning/Poisons Amulets make your neck look great! |
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 (+4 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. |
marksman's steel ring of fire (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% fire Acc +6 (+1 eff.) ----- def ----- Resists +24% fire Rings make your fingers look great! |
Cobrabane (24-32 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Nature/Master Power 24.5 - 31.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +45 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% All.spd +3% Dmg.mod +6% nature Res.pen +10% fire ----- def ----- Resists +3% lightning +3% light Mind.save +6 (+2 eff.) Disarm- +20% Sharp, short and deadly. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 68.80 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
arcing dwarven-steel dagger of massacre (28-36 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 27.5 - 35.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery 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 38 damage Sharp, short and deadly. |
thought-forged stralite dagger of amnesia (30-38 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Psionic Power 29.5 - 38.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +7 mind On Hit: * 17% chance to reduce all saves and defense by 28 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +3 Cun +3 Wil Sharp, short and deadly. |
truestriking dwarven-steel dagger of shearing (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Master Power 17.5 - 22.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% all +7% physical Acc +17 (+4 eff.) Apr +13 Sharp, short and deadly. |
truestriking stralite dagger (28-36 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 27.5 - 35.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical Acc +12 (+3 eff.) Apr +7 Sharp, short and deadly. |
truestriking steel greatsword (26-42 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 26.5 - 42.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +9 (+2 eff.) Apr +12 Massive two-handed swords. |
Sunmortal (37-52 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Arcane Power 37.0 - 51.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +5.0% Atk.spd 100% On Hit.r1 +16 light On Hit: * 20% chance to reduce all saves and defense by 28 * Create an explosion dealing 38 fire damage (1/turn) While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +6% physical +15% fire Res.pen +11% fire ----- def ----- Phys.save +6 (+2 eff.) Sharp, long, and deadly. |
dwarven-steel longsword (24-34 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Normal] Power 24.5 - 34.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
Elyrawen the Phoenixward (20-24 power, 4 apr, temporal element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Mag +6 Cun +5 Con dps ---------- Spell.crit +3% Crit.mult +39.00% Spell.pwr +9 (+4 eff.) Dmg.mod +9% physical +20% temporal Res.pen +25% fire Melee Ret 8 fire ----- def ----- Resists +6% physical ---------- misc N.En/turn +0.20 Vim/s.crit +5.00 Max.vim +31.00 Max.N.En +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Staff of Absorption7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+10 eff.) Acc +20 (+5 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Yvymira the yew starstaff (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Dex +4 Con dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% physical Melee Ret 10 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +10 (+3 eff.) Resists +12% temporal ---------- misc Light +4 See.Invis +6 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 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 6 that illuminates the area and deals 56.83 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. |
arcing steel waraxe of vileness (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +11 blight On Hit: * 11% chance to reduce strength, dexterity, and constitution by 14 * 25% chance for lightning to strike from the target to a second target dealing 38 damage One-handed war axes. |
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. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Stormbrand the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +7 Cun +4 Dex dps ---------- Phys.crit +7.0% Mind.crit +8% Mind.pwr +30 (+10 eff.) Res.pen +20% lightning ----- def ----- Resists +3% mind +9% lightning ---------- misc Max.hate +4.00 A belt that goes around your waist. |
balancing hardened leather belt of the giants1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Phys.crit +8.0% Mind.crit +7% Phys.pwr +5 (+3 eff.) ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
noble's hardened leather belt of unlife1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +6 Cun +4 Wil dps ---------- Against +18% Summoned ----- def ----- Resists +7% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
reinforced hardened leather belt of dampening1.0 T3 belt armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +9 Defense +8 (+2 eff.) Resists +7% acid +7% fire +7% lightning +6% cold Phys.save +17 (+6 eff.) A belt that goes around your waist. |
murderer's cashmere cloak of mindcraft (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Master/Psionic While equipped: Stats +3 Dex +3 Wil +6 Cun dps ---------- Mind.crit +5% Acc +6 (+1 eff.) Apr +6 ----- 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. |
Cyratta the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Crit.mult +15.00% Dmg.mod +14% lightning +3% physical +3% blight Acc +5 (+1 eff.) ----- def ----- Resists +21% lightning +4% physical +9% all Die.at -40.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Duathelmire (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +10% lightning +3% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +15% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
ancient cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +8% physical +6% temporal +8% all Res.pen +7% temporal +8% physical ----- def ----- Resists +11% all Anom.red +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +5% acid +13% physical +7% fire +12% cold ----- def ----- Resists +12% acid +12% physical +13% fire +11% cold +11% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe of lightning (+21%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +14% lightning ----- def ----- Resists +21% lightning +12% darkness +12% mind +9% all Phys.save +11 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +23 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing Robe of the Worm of protection (2 def, 3 armour)2.0 T1 cloth armor [Cosmetic Item] Master/Psionic While equipped: Stats +5 Mag +4 Wil ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +7% all Phys.save +15 (+5 eff.) ---------- misc Mana/turn +0.13 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: Stats +4 Mag +5 Wil ----- def ----- Resists +5% blight +9% all Max.HP +44.00 HP.reg +2.70 Heal.mod +10% ---------- misc Mana/turn +0.14 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of the mountain (+11%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+0 eff.) Dmg.mod +11% physical ----- def ----- Resists +9% all +11% physical Mind.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blood-soaked pair of hardened leather boots of void walking (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Res.pen +14% darkness +13% temporal Apr +5 ----- def ----- Armour +3 Resists +15% darkness +13% temporal Def/telep +13 Res/telep +13% Dur/telep +15% A pair of boots made of leather. |
pair of hardened leather boots 'Airworm' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +10 Lck +5 Dex dps ---------- Res.pen +10% lightning +15% cold Melee Ret 6 cold ----- def ----- Armour +3 Resists +6% acid +12% cold +30% lightning Stealth +9 A pair of boots made of leather. |
pair of rough leather boots 'Ce'Nibrekira' (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Wil +3 Con ----- def ----- Armour +3 Resists +5% arcane +3% blight Die.at -80.00 life Silence- +10% ---------- misc Infravis +1 A pair of boots made of leather. |
scholar's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.30 Max.stam +21.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
heroic drakeskin leather gloves of archery (0 def, 7 armour)1.0 T4 hands armor [Ego++] Master While equipped: Stats +8 Cun +4 Dex dps ---------- Acc +6 (+1 eff.) Apr +6 ----- def ----- Armour +7 Mind.save +9 (+3 eff.) Max.HP +45.00 Unarmed combat: Power 28.5 - 31.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +15 Apr +10 Crit +5.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 On Hit: 10% Battle Shout 5 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+4 eff.) ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +0.50 Max.stam +12.00 Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 38.13 to 114.38 lightning damage (76.26 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of the depths (0 def, 1 armour) =water=2.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +7% cold Phys.save +10 (+3 eff.) ---------- misc Breathe water A cap made of leather. |
rejuvenating steel mail armour of fire resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +15% fire HP.reg +2.80 ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
searing hardened leather armour of spell shielding (9 def, 6 armour)9.0 T3 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 12 acid 16 fire Melee Ret 9 acid 10 fire ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +16% acid +18% fire +7% arcane Spell.save +13 (+4 eff.) A suit of armour made of leather. |
Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor Reqs Massive armour training Str 26 [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Koradrathel the steel shield (15 def, 19 armour, 14-17 power, 35 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 14.5 - 17.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +35 While equipped: Stats +5 Con dps ---------- Spell.pwr +25 (+12 eff.) ----- def ----- Armour +19 Defense +15 (+4 eff.) Fatigue +8% Resists +36% fire Pinning- +20% ---------- misc Vim/s.crit +2.00 Talents +1 Block Handheld deflection devices. |
8 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. |
372 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. |
4 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. |
5 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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. |
5 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
soldier's iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Armour +3 Defense +5 (+2 eff.) Resists +6% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
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 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Harigund1.0 T3 lite [Rare] Master While equipped: Stats +6 Str +2 Dex +2 Mag +2 Wil dps ---------- Crit.mult +5.00% S.pwr/crit +6 ---------- misc Max.vim +20.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Malilen the Glimmerbone1.0 T3 lite [Rare] Nature While equipped: Stats +2 Str +4 Dex +4 Con dps ---------- Res.pen +10% physical ----- def ----- Defense +20 (+5 eff.) Resists +8% blight +15% acid HP.reg +6.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp of corpselight1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) ----- def ----- Resists +8% blight +8% darkness ---------- misc Light +4 Infravis +4 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 17 blight damage or heals 25 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Lorista'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +9% blight +3% temporal Phys.save +6 (+2 eff.) Heal.mod +10% ---------- 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. |
void-walker's alchemist's lamp of the moons1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Dmg.mod +8% darkness ----- def ----- Resists +6% cold +8% light +7% temporal Affinity +5% darkness Def/telep +12 Res/telep +13% Dur/telep +10% ---------- misc Light +4 Infravis +4 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 82.21 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 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. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
pouch of dwarven-steel shots of annihilation (21/21, 36-44 power, 8 apr)3.0 T3 shot ammo [Ego+] Master Power 36.5 - 43.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +8 Crit +10.0% Capacity 21 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
dwarven-steel torque of clear mind 'Swampspiker' [power 2] (17/25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Dmg.mod +9% nature Apr +2 Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 55% * 20 arcane resource burn 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. |
focusing dwarven-steel torque of gale force [power 255] (17/15 cooldown)2.0 T3 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 278 physical damage Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind 'Neritta' [power 1] (17/25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +3% fire Poison- +10% Stun/Frz- +20% Teleport- +10% Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
innervating yew totem of healing [power 272] (17/15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 272 Puts all charms on 15 cooldown 100% to reduce fatigue by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
11 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. |
Zubyriata the Chargeblast [power 200] (17/20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% lightning +15% darkness +6% acid On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Resists +12% acid +15% lightning Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 20% 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. |
yew wand of lightning storm [power 272] (17/15 cooldown)2.0 T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 54 lightning damage and will be dazed for 1 turn (272 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 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. |
15 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. |
11 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. |
12 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
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Taesi the Halfling Rogue level 27
14th Pyre 123rd year of Ascendancy at 15:09 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Taesi the Halfling Rogue level 10
6th Flare 122nd year of Ascendancy at 14:04 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Taesi the Halfling Rogue level 31
29th Pyre 123rd year of Ascendancy at 19:57 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Taesi the Halfling Rogue level 22
55th Regrowth 123rd year of Ascendancy at 20:10 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Taesi the Halfling Rogue level 22
55th Regrowth 123rd year of Ascendancy at 01:59 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Taesi the Halfling Rogue level 21
4th Allure 123rd year of Ascendancy at 03:39 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Taesi the Halfling Rogue level 10
7th Mirth 122nd year of Ascendancy at 07:00 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Taesi the Halfling Rogue level 20
8th Haze 122nd year of Ascendancy at 11:17 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Taesi the Halfling Rogue level 30
23rd Pyre 123rd year of Ascendancy at 00:23 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Taesi the Halfling Rogue level 21
4th Allure 123rd year of Ascendancy at 15:52 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Taesi the Halfling Rogue level 30
26th Pyre 123rd year of Ascendancy at 16:02 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Taesi the Halfling Rogue level 25
57th Regrowth 123rd year of Ascendancy at 14:25 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Taesi the Halfling Rogue level 13
8th Dusk 122nd year of Ascendancy at 04:49 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Taesi the Halfling Rogue level 7
78th Pyre 122nd year of Ascendancy at 05:28 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Taesi the Halfling Rogue level 10
10th Mirth 122nd year of Ascendancy at 18:39 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Taesi the Halfling Rogue level 21
9th Allure 123rd year of Ascendancy at 13:19 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Taesi the Halfling Rogue level 16
18th Dusk 122nd year of Ascendancy at 15:06 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Taesi the Halfling Rogue level 31
29th Pyre 123rd year of Ascendancy at 09:48 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Taesi the Halfling Rogue level 32
32nd Pyre 123rd year of Ascendancy at 05:38 see stats
Log
Taesi tries to bite corrupted skeleton warrior!
Taesi starts regenerating health quickly.
Taesi hits Corrupted skeleton warrior for (85 absorbed), 0 blight, (9 absorbed), 0 light, (58 absorbed), 0 blight, (9 absorbed), 0 light (0 total damage).
Melee retaliation hits Taesi for 66 light, 28 darkness, 66 light, 28 darkness (188 total damage).
Taesi is terrified of the horrors attacking him!
Worm that walks (servant of corrupted skeleton warrior) misses Taesi.
Worm that walks (servant of corrupted skeleton warrior) hits Taesi for 4 physical damage.
Melee retaliation hits Worm that walks (servant of corrupted skeleton warrior) for 7 temporal damage.
Corrupted skeleton warrior uses Trueshot.
Taesi uses Expose Weakness.
Taesi performs a melee critical strike against Corrupted skeleton warrior!
Corrupted skeleton warrior shrugs off Taesi's 'Acid Splash'!
Taesi is focusing on penetrating defenses.
Corrupted skeleton warrior activates Hymn of Shadows.
Corrupted skeleton warrior deactivates Hymn of Detection.
Taesi hits Corrupted skeleton warrior for (185 absorbed), 0 physical, (9 absorbed), 0 light, (85 absorbed), 0 physical, (9 absorbed), 0 light (0 total damage).
Melee retaliation hits Taesi for 66 light, 28 darkness, 66 light, 28 darkness (188 total damage).
Corrupted skeleton warrior casts Circle of Shifting Shadows.
Corrupted skeleton warrior's spell attains critical power!
Corrupted skeleton warrior activates Insidious Poison.
Corrupted skeleton warrior deactivates Numbing Poison.
Corrupted skeleton warrior casts Circle of Warding.
Corrupted skeleton warrior uses Venomous Strike.
Taesi tries to evade attacks.
Taesi is poisoned!
Taesi is poisoned!
Corrupted skeleton warrior's Venomous Strike hits Taesi for 472 nature damage.
Corrupted skeleton warrior receives 263 healing from Venomous Strike.
Taesi the level 33 halfling rogue was splurged to death by corrupted skeleton warrior on level 9 of Dreadfell.



































































































































