









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Tweaks 1.7.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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. 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:
Font of Sacrifice to the Rescue 1.7.0Makes the Font of Sacrifice from the Forbidden Cults DLC (required) available as a reward for rescuing the lost merchant. 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 | Male |
| Race | Shalore |
| Class | Wanderer5in1 |
| Level / Exp | 32 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by Polariamina the orc assassin at level 32 on the 22nd Haze 123rd year of Ascendancy at 06:47 5 / 1 |
Primary Stats
| Strength | 27 (base 15) |
| Dexterity | 84 (base 60) |
| Constitution | 32 (base 12) |
| Magic | 19 (base 12) |
| Willpower | 19 (base 12) |
| Cunning | 93 (base 60) |
Resources
| Mana | 281/281 |
| Vim | 224/224 |
| Life | 929/929 |
| Paradox | 300 |
| Stamina | 226/226 |
| Soul | 10/10 |
| Healing Factor | 1.2924420161894 |
| Regeneration | 2.9079945364263 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Barehand
| Damage | 101 |
| Accuracy | 65 |
| Crit Chance | 40% |
| APR | 52 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +20% |
| Light | +26% |
| Physical | +31% |
| All | +8% |
| Nature | +14% |
Offense: Damage Penetration
| Physical | +15% |
| Lightning | +10% |
| Fire | +20% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 23 (35.65183292883%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 49 |
| Spell Save | 45 |
| Mental Save | 60 |
Defense: Resistances
| Physical | + 26%( 70%) |
| Darkness | + 21%( 70%) |
| Nature | + 20%( 70%) |
| Temporal | + 23%( 70%) |
| Fire | + 45%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 28%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Teleport Resistance | 39% |
| Pinning Resistance | 47% |
| Bleed Resistance | 50% |
| Confusion Resistance | 69% |
| Stun Resistance | 30% |
| Disarm Resistance | 26% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 82% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 6 times. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 37 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 849% 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 629 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Automation | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Grappling | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Pugilism | 1.60 |
| 3/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Corruption / Torture | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic fog | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 3/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Technique / Unarmed training | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Conditioning | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Thuggery | 1.20 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Striking Stance |
| talent | Apply Poison |
| talent | Reality Smearing |
| talent | Secrets of the Eternals |
| talent | Golden Age of Necromancy |
| talent | Trained Reactions |
| talent | Numbing Poison |
| talent | Crippling Poison |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | 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 Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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 training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 255. | 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. | 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 AlchemistsAgrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed orc heart. * You've found the needed red crystal shard. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within4 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 | Growthshaper (30 def, 5 armour)2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +1 Mag offense ------ Physical Crit +2.0% Ignore resists +15% physical On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Armor +5 Defense +30 (+7 eff.) Resistance +12% fire +9% cold other ------- Max stamina +30.00 A pair of boots made of leather. |
| On hands | Shimmertouch the voratun gauntlets (0 def, 8 armour)1.5 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +5 Dex offense ------ On-Hit 8 nature Damage +6% nature +12% acid Ignore resists +10% lightning +5% acid Accuracy +8 (+2 eff.) Ignore Armor +11 When Hit 2 acid On-Hit (Melee): * 20% chance to reduce armor by 24% defense ------ Armor +8 Fatigue +5% Resistance +6% nature Mind save +9 (+2 eff.) Life +59.00 Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +16 Ignore Armor +21 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +12 nature On Hit: 10% Battle Shout level 5 On Hit: 15% Perfect Strike level 5 On Hit: 10% Venomous Breath level 5 Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 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). Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+4 eff.) Mind save +12 (+3 eff.) other ------- Masteries +0.20 Technique/Thuggery Skullcracker +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | powerful ash wand of shielding [power 182] (20 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | painweaver's gold ring of luminosity0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag offense ------ Physical Power +8 (+3 eff.) Spellpower +10 (+5 eff.) Mindpower +9 (+3 eff.) On-Hit 12 light On-Ranged-Hit 17 light Damage +12% light +6% all Rings make your fingers look great! |
| On fingers | savior's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +9 (+3 eff.) Spell save +6 (+2 eff.) Mind save +7 (+2 eff.) Life +22.00 Disarm Resist +26% Pinning Resist +24% Knockbk Resist +22% Rings make your fingers look great! |
| Around neck | stabilizing copper amulet of healing0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% temporal Healmod +12% Cut Resist +50% Pinning Resist +23% Knockbk Resist +20% Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 238 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| Main armor | Tundraguile the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: offense ------ Damage +13% physical defense ------ Resistance +13% physical +6% cold +9% fire +5% arcane +9% all Life +100.00 Life Regen +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | dreamer's alchemist's lamp of the sun1.0 Encumbrance T3 lite [Ego++] Arcane/Psionic While equipped: offense ------ Mind Crit +7% Mindpower +6 (+2 eff.) Damage +6% light defense ------ Resistance +7% darkness Affinity +5% light Mind save +8 (+2 eff.) other ------- Light +6 Sun Flare: Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 91.53 light damage. At talent level 3 you gain 15% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Sunwire the cashmere cloak (12 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex offense ------ Physical Power +10 (+3 eff.) Ignore resists +20% fire Accuracy +5 (+1 eff.) Ignore Armor +8 defense ------ Defense +12 (+3 eff.) Resistance +15% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
Inventory
movement infusion (speed 486%; cd 16)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 486% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 340; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 340 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 25%; physical; dur 3; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
enraging gold amulet of perfection (0.21 Technique / Combat training,0.21 Wanderer / Soulpoacher)0.1 Encumbrance T3 amulet jewelry [Ego++] Master While equipped: offense ------ Physical Power +7 (+2 eff.) Combat Speed +10% Damage +5% physical other ------- Masteries +0.21 Wanderer/Soulpoacher +0.21 Technique/Combat training Amulets make your neck look great! |
Islowe the stralite amulet0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +12 Wil offense ------ Mindpower +9 (+3 eff.) Damage +9% temporal Ignore resists +5% arcane +10% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +18% mind Mind save +7 (+2 eff.) Confus Resist +61% Amulets make your neck look great! |
rogue's gold ring of misery0.1 Encumbrance T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +9 Cun offense ------ On-Hit 15 physical On-Ranged-Hit 16 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 26 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 26 defense ------ Defense +10 (+2 eff.) other ------- Hate-on-crit +1.00 Max hate +8.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
stralite ring 'Voraba'0.1 Encumbrance T4 ring jewelry [Random Unique] Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Physical Crit +3.0% Mindpower +7 (+3 eff.) On-Hit 20 physical On-Ranged-Hit 18 physical Ignore Armor +3 On-Hit (Melee): * 13% chance to reduce all saves and defense by 26 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 26 defense ------ Resistance +3% acid +6% fire +2% physical Mind save +11 (+3 eff.) Confus Resist +41% other ------- Hate-on-crit +2.00 Max hate +10.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
void walker's yew vilestaff (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+5 eff.) Damage +20% fire defense ------ Resistance +7% darkness +7% temporal Out-of-Phase Defense +13 Out-of-Phase Resistance +11% Out-of-Phase Resilience +9% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced stralite greatsword of phasing (52-83 power, 23 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego] Arcane/Master Weapon Damage 52.0 - 83.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +23 Critical Rate +4.5% Attack Speed 100% Ignore Shields +16% While equipped: offense ------ Accuracy +10 (+3 eff.) defense ------ Defense +10 (+2 eff.) Disarm Resist +36% Massive two-handed swords. |
inquisitor's stralite greatsword of massacre (62-100 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego+] Disrupt/Master Weapon Damage 62.5 - 100.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Critical: * Deals 71 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed swords. |
stormbringer's stralite greatsword of torment (50-81 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego++] Nature/Psionic Weapon Damage 50.5 - 80.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +9 lightning +28 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: offense ------ Move Speed +28% Ignore resists +16% lightning +16% cold Massive two-handed swords. |
stralite greatsword of crippling (46-74 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego+] Master Weapon Damage 46.0 - 73.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +12.0% Massive two-handed swords. |
truestriking stralite greatsword of crippling (49-78 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego++] Master Weapon Damage 49.0 - 78.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +13.0% Ignore resists +19% physical Accuracy +7 (+2 eff.) Ignore Armor +7 Massive two-handed swords. |
dwarven-steel longsword 'Gleyanne' (20-29 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Rare] Arcane Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +16 cold While equipped: defense ------ Resistance +3% mind +6% temporal Mind save +12 (+3 eff.) Silence Resist +20% Teleport Resist +20% other ------- Max psi +50.00 Sharp, long, and deadly. |
plaguebringer's stralite longsword of shearing (34-47 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Ego++] Arcane/Master Weapon Damage 33.5 - 46.9 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +8 blight On Hit: 20% Epidemic level 4 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 14 While equipped: offense ------ Ignore resists +11% all Accuracy +11 (+3 eff.) Ignore Armor +13 defense ------ Disease Resist +10% Sharp, long, and deadly. |
Beneg the dwarven-steel mace (26-36 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Rare] Arcane Weapon Damage 26.0 - 36.4 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +18 cold While equipped: Stats +4 Wil offense ------ Critical power +20.00% Damage +9% blight Ignore resists +10% acid On-Hit (Melee): * 20% chance to reduce armor by 24% defense ------ Resistance +6% acid Spell save +6 (+2 eff.) other ------- Mana/turn +0.08 Max mana +60.00 Blunt and deadly. |
stralite mace 'Squalorcrack' (37-52 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon Reqs Str 35 [Random Unique] Arcane/Master Weapon Damage 37.0 - 51.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * Create an explosion dealing 38 cold damage (1/turn) On Critical: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 While equipped: offense ------ Critical power +10.00% Spellpower/crit +2 Damage +6% blight +15% cold Ignore resists +12% all +17% cold Accuracy +15 (+4 eff.) Ignore Armor +9 defense ------ Resistance +3% nature other ------- Mana-on-crit +2.00 Vim-on-crit +1.00 Blunt and deadly. |
truestriking dwarven-steel dagger of crippling (18-23 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego++] Master Weapon Damage 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Ignore resists +8% physical Accuracy +13 (+3 eff.) Ignore Armor +5 Sharp, short and deadly. |
warbringer's dwarven-steel dagger of enduring (14-19 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 14.5 - 18.9 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +5 Wil +11 Con offense ------ Physical Power +5 (+2 eff.) Ignore resists +8% physical defense ------ Life +18.00 Disarm Resist +10% Sharp, short and deadly. |
truestriking stralite dagger of amnesia (30-38 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego++] Master/Psionic Weapon Damage 29.5 - 38.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: offense ------ Ignore resists +9% physical Accuracy +11 (+3 eff.) Ignore Armor +9 Sharp, short and deadly. |
warbringer's stralite dagger of massacre (42-55 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Master Weapon Damage 42.0 - 54.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +3 Con offense ------ Physical Power +8 (+3 eff.) Ignore resists +9% physical defense ------ Disarm Resist +17% Sharp, short and deadly. |
coruscating stralite steamsaw of crippling (30-45 power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon Reqs Str 35 Steam Pool [Ego++] Arcane/Master/Steamtech Weapon Damage 30.0 - 45.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +68 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam When used to Attack: On-hit +14 fire While equipped: Stats +5 Str offense ------ Physical Crit +6.0% When Hit 11 fire defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +10% Resistance +13% fire other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
crackling stralite steamsaw of lightning resistance (+38%) (29-44 power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon Reqs Str 35 Steam Pool [Ego+] Arcane/Master/Steamtech Weapon Damage 29.0 - 43.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +66 Uses 1.0 Steam When used to Attack: On-hit +12 lightning While equipped: Stats +3 Dex offense ------ When Hit 9 lightning defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +10% Resistance +38% lightning other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Grinyrim4.0 Encumbrance T3 sling 1H weapon [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 While equipped: Stats +4 Dex offense ------ Critical power +10.00% On-Hit (Ranged): * 10% chance to slow global speed by 53% * 20 arcane resource burn defense ------ Resistance +3% light +12% acid Spell save +18 (+6 eff.) Slings are used to hurl stones or metal shots at your foes. |
dwarven-steel shield of winter (0 def, 6 armour, 32-39 power, 83.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego+] Nature When used to Attack: Weapon Damage 32.5 - 39.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +84 On-hit +18 cold While equipped: Stats +2 Wil offense ------ On shield block: * Deals 142 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +6 Fatigue +8% Resistance +10% cold other ------- Talents +1 Block Handheld deflection devices. |
Firewalker (15 def, 2 armour)2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+6 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+3 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Xybrewyn the cashmere robe (0 def, 8 armour)2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: Stats +6 Str +6 Mag +9 Wil offense ------ Critical power +15.00% Damage +15% lightning +11% physical +14% cold Ignore Armor +7 defense ------ Armor +8 Resistance +10% lightning +8% cold +11% all Unlife -60.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of alchemy (0 def, 0 armour) =lucid=2.0 Encumbrance T3 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Damage +13% acid +6% physical +5% fire +8% cold defense ------ Resistance +12% acid +13% physical +12% darkness +10% cold +12% fire +10% mind +11% all Physical save +15 (+5 eff.) Spell save +11 (+4 eff.) Mind save +26 (+6 eff.) other ------- Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient silk robe of power (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +1 Mag offense ------ Spellpower +10 (+5 eff.) Damage +8% physical +18% temporal +12% all Ignore resists +7% temporal +8% physical defense ------ Resistance +13% all Anomaly Control +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing hardened leather armour of resilience (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Nature/Disrupt While equipped: defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +11% nature +10% blight Life +31.00 A suit of armour made of leather. |
rejuvenating reinforced leather armour of cold resistance (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego] Nature/Master While equipped: defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +19% cold Life Regen +2.90 other ------- Stamina/turn +0.90 A suit of armour made of leather. |
radiant iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego+] Nature While equipped: Stats +2 Wil defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% Resistance +11% blight +11% darkness other ------- Light +1 A suit of armour made of mail. |
impenetrable steel mail armour of the deep (2 def, 13 armour)14.0 Encumbrance T2 heavy armor [Ego+] Nature/Master While equipped: defense ------ Armor +13 Defense +2 (+0 eff.) Fatigue +12% Resistance +9% acid +8% cold other ------- Breathe water A suit of armour made of mail. |
dwarven-steel mail armour 'Emelyth' (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Rare] Master While equipped: offense ------ Mindpower +10 (+4 eff.) Damage +18% mind Ignore resists +15% blight When Hit 4 mind On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 defense ------ Armor +8 Defense +3 (+0 eff.) Fatigue +12% Resistance +24% acid Mind save +6 (+1 eff.) other ------- Max psi +20.00 A suit of armour made of mail. |
dwarven-steel mail armour 'Unlightnigh' (18 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Rare] Nature While equipped: Stats +4 Str offense ------ Damage +15% mind +6% darkness Ignore Armor +2 defense ------ Armor +8 Defense +18 (+4 eff.) Fatigue +12% Resistance +6% mind Unlife -80.00 life Life Regen +4.90 other ------- Stamina/turn +1.30 Max stamina +30.00 A suit of armour made of mail. |
radiant stralite mail armour of implacability (4 def, 13 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego++] Nature/Master While equipped: Stats +2 Wil defense ------ Armor +13 Defense +4 (+1 eff.) Fatigue +6% Resistance +17% blight +21% darkness Physical save +12 (+4 eff.) other ------- Light +1 A suit of armour made of mail. |
Aeritta the Prismbrace =red armor=1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Con offense ------ Physical Power +7 (+2 eff.) Damage +12% acid Ignore resists +15% light +15% acid When Hit 6 acid 10 mind On-Hit (Melee): * 20% chance to reduce armor by 24% defense ------ Physical save +6 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
Bazilantir the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +2 Mag offense ------ Spell Crit +7% Spellpower +30 (+15 eff.) Ignore resists +10% blight defense ------ Defense +15 (+3 eff.) Spell save +18 (+6 eff.) Stealth +10 other ------- Mana-on-crit +2.00 A belt that goes around your waist. |
Wanderer's Rest (4 def, 0 armour) =maybe=0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
invigorating pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con offense ------ Move Speed +10% defense ------ Armor +4 Fatigue -3% Life +30.00 other ------- Stamina/turn +0.40 Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Unarmed combat: Weapon Damage 14.0 - 15.4 Physical Uses 40% Dex, 40% Cun, 20% Mag 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 125% Damage Conversion 100% void On Hit: 15% Dust to Dust level 1 On Hit: 10% Mind Blast level 1 On Hit: 10% Turn Back the Clock level 1 On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
drakeskin leather gloves of archery (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +2 Cun +5 Dex offense ------ Accuracy +6 (+2 eff.) Ignore Armor +6 defense ------ Armor +3 Unarmed combat: Weapon Damage 25.0 - 27.5 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +10 Ignore Armor +13 Critical Rate +5.0% Attack Speed 125% On Hit: 15% Perfect Strike level 5 Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 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. |
brawler's dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Dex +7 Cun offense ------ Accuracy +6 (+2 eff.) defense ------ Armor +2 Fatigue +3% Resistance +9% darkness Physical save +11 (+3 eff.) other ------- Infravision +2 Cooldown Double Strike -1 Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +9 Critical Rate +20.0% Attack Speed 100% On-hit +8 darkness On Hit: 10% Set Up level 3 On Crit: 10% Dominate level 3 Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of regeneration (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Nature While equipped: defense ------ Armor +3 Fatigue +5% Life Regen +4.40 other ------- Stamina/turn +0.50 Psi/turn +0.15 Unarmed combat: Weapon Damage 30.0 - 42.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On Hit: 10% Second Wind level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
aegis cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+0 eff.) Shield Power +7% Life Regen +2.30 A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Glintsweeper' (12 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +4% Physical Power +5 (+2 eff.) Mindpower +4 (+2 eff.) Damage +3% light Accuracy +10 (+3 eff.) When Hit 10 light defense ------ Defense +12 (+3 eff.) Resistance +3% light Physical save +15 (+5 eff.) Unlife -40.00 life other ------- Psi/turn +0.28 Max stamina +20.00 A pointy cloth hat, very wizardly... |
Duskresolve (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +5 Dex +3 Con offense ------ Physical Crit +3.0% Physical Power +25 (+8 eff.) Ignore resists +25% physical Accuracy +10 (+3 eff.) When Hit 8 darkness defense ------ Armor +3 Fatigue +3% A cap made of leather. |
Emelybretha the Fogshaper (2 def, 0 armour) =on hit x2=2.0 Encumbrance T3 head armor [Random Unique] Arcane/Psionic While equipped: offense ------ Damage +5% temporal +9% light +15% blight +6% physical +10% darkness Ignore resists +5% darkness On-Hit (Melee): * 10% chance to slow global speed by 53% * 20% chance to reduce damage dealt by 22% defense ------ Defense +2 (+0 eff.) Resistance +15% blight +3% nature other ------- EQ when Hit +1.00 Psi when Hit +1.00 Hate when Hit +1.60 A pointy cloth hat, very wizardly... |
hardened leather cap of ire (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +2 Str +3 Con defense ------ Armor +3 Fatigue +3% Physical save +7 (+2 eff.) Mind save +8 (+2 eff.) Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Emivea the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Dex offense ------ Spell Crit +3% Damage +9% blight defense ------ Armor +4 Fatigue +4% Resistance +18% lightning +4% physical +16% darkness Life +60.00 Healmod +15% other ------- Mana-on-crit +2.00 Infravision +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 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. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance 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. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
558 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
alchemist's lamp 'Rimebreak' =20 phys pen=1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +4 Str offense ------ Mind Crit +7% Mindpower +7 (+3 eff.) Damage +21% cold Ignore resists +20% physical defense ------ Mind save +6 (+1 eff.) Unlife -60.00 life other ------- Max stamina +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
iron pickaxe of endurance (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
yew totem of stinging [power 230] (15 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Sting an enemy dealing 262 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
piercing elven-wood totem of healing [power 350] (15 cooldown)2.0 Encumbrance T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 350 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Beodin the Darkire [power 73] (20 cooldown)2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: offense ------ Spell Crit +4% On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Resistance +3% blight +9% fire Disease Resist +20% other ------- Max vim +20.00 Harden the skin for 7 turns increasing armour by 73 and armour hardiness by 70% Puts all charms on 20 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Morez the Shalore Wanderer5in1 level 31
19th Haze 123rd year of Ascendancy at 17:10 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Morez the Shalore Wanderer5in1 level 31
18th Haze 123rd year of Ascendancy at 00:05 see stats
Ay ay captain! (Insane (Adventure) difficulty)
Turn into a pirate!By Morez the Shalore Wanderer5in1 level 26
4th Dusk 123rd year of Ascendancy at 11:35 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Morez the Shalore Wanderer5in1 level 11
33rd Haze 122nd year of Ascendancy at 14:41 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Morez the Shalore Wanderer5in1 level 27
28th Dusk 123rd year of Ascendancy at 18:12 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Morez the Shalore Wanderer5in1 level 23
31st Pyre 123rd year of Ascendancy at 22:23 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Morez the Shalore Wanderer5in1 level 30
14th Haze 123rd year of Ascendancy at 20:47 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Morez the Shalore Wanderer5in1 level 26
5th Dusk 123rd year of Ascendancy at 02:07 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Morez the Shalore Wanderer5in1 level 23
50th Pyre 123rd year of Ascendancy at 20:04 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Morez the Shalore Wanderer5in1 level 10
1st Time of Equilibrium 122nd year of Ascendancy at 14:09 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Morez the Shalore Wanderer5in1 level 20
72nd Haze 122nd year of Ascendancy at 04:34 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Morez the Shalore Wanderer5in1 level 30
52nd Dusk 123rd year of Ascendancy at 12:24 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Morez the Shalore Wanderer5in1 level 20
6th Pyre 123rd year of Ascendancy at 19:13 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Morez the Shalore Wanderer5in1 level 22
22nd Pyre 123rd year of Ascendancy at 00:00 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Morez the Shalore Wanderer5in1 level 32
22nd Haze 123rd year of Ascendancy at 06:47 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Morez the Shalore Wanderer5in1 level 9
77th Dusk 122nd year of Ascendancy at 19:02 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Morez the Shalore Wanderer5in1 level 11
2nd Haze 122nd year of Ascendancy at 17:38 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Morez the Shalore Wanderer5in1 level 23
32nd Pyre 123rd year of Ascendancy at 10:20 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Morez the Shalore Wanderer5in1 level 16
54th Haze 122nd year of Ascendancy at 05:50 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Morez the Shalore Wanderer5in1 level 30
16th Haze 123rd year of Ascendancy at 03:54 see stats
Log
You don't see how to get there...
You don't see how to get there...
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Orc soldier uses Infusion: Movement.
Orc soldier is moving at extreme speed!
Ran for 2 turns (stop reason: hostile spotted to the northwest (orc soldier)).
--------------------------------
Morez throws two quick punches.
Morez performs a melee critical strike against Orc soldier!
Morez's spell attains critical power!
You collect a new ingredient: orc heart (1).
Morez's spell attains critical power!
Morez hits Orc soldier for 222 physical, 293 physical, 15 light, 9 nature, 14 nature, 7 fire (560 total damage).
Morez killed Orc soldier!
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Resting starts...
Talent Double Strike is ready to use.
Rested for 2 turns (stop reason: all resources and life at maximum).
--------------------------------
Morez is affected by the glimmerstone!
There is an exit to the worldmap here (press '' or right click to use).
Ran for 6 turns (stop reason: hostile spotted to the west (orc soldier)).
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Saving game...
Saving done.















































































































































