Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Possessor 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:
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. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Items Vault 1.7.0Donators/Buyers bonus! 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. Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- 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: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Merchant 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. 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.
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Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 34 / 100% |
Size | medium |
Lifes / Deaths | no deaths recorded 6 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 81 (base 50) |
Dexterity | 59 (base 50) |
Constitution | 56 (base 31) |
Magic | 8 (base 10) |
Willpower | 46 (base 23) |
Cunning | 35 (base 10) |
Resources
Life | 1609/1629 |
Stamina | 210/239 |
Equilibrium | 30 |
Healing Factor | 1.3100460901467 |
Regeneration | 15.809042734205 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +1010% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 4 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 93 |
Accuracy | 62 |
Crit Chance | 24% |
APR | 21 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 4 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Blight | +3% |
Nature | +9% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Mind | +15% |
Nature | +4% |
Defense: Base
Armour (hardiness) | 132.41589206636 (100%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 24 |
Physical Save | 75 |
Spell Save | 62 |
Mental Save | 56 |
Defense: Resistances
Acid | + 52%( 70%) |
Blight | + 33%( 70%) |
Arcane | + 35%( 70%) |
Cold | + 19%( 70%) |
All | + 17%( 70%) |
Lightning | + 70%( 70%) |
Light | + 35%( 70%) |
Temporal | + 31%( 70%) |
Physical | + 22%( 70%) |
Mind | + 38%( 70%) |
Fire | + 43%( 70%) |
Nature | + 47%( 70%) |
Defense: Immunities
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Silence Resistance | 20% |
Stun Resistance | 93% |
Poison Resistance | 22% |
Knockback Resistance | 50% |
Inscriptions (5/5)
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 353 life over 5 turns. Its effects scale with your Constitution 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 effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -587 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 594 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 334 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Technique / Shield offense | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
talent | Shield Wall |
talent | Precise Strikes |
talent | Antimagic Shield |
detrimental effect | The target is confused, acting randomly (chance 44%) and unable to perform complex actions. Confused |
beneficial effect | Each melee blow landed has a 51% chance to trigger an additional melee blow (up to once per turn for each weapon). Greater Weapon Focus |
beneficial effect | Reduces all damage taken by 232. Blocking |
beneficial effect | The target's skin turns to stone, granting 18 armour, 20% armour hardiness, 22 physical save and 22 spell save. Dwarven Resilience |
beneficial effect | Movement is 1000% faster. Step Up |
beneficial effect | You gain 22% resistance against lightning, light and arcane. Resolve |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the repented thief from death by giant carpenter ant. Escort: repented thief (level 3 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bear paw. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed vial of wight ectoplasm. * '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 focus. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed faerlhing fang. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed vampire lord fang. * You've found the needed xorn fragment. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of dwarven-steel boots 'Blastspike' (0 def, 4 armour) pair of dwarven-steel boots 'Blastspike' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil +3 Cun +4 Con dps ---------- Dmg.mod +9% lightning Res.pen +15% mind ----- def ----- Armour +4 Fatigue +3% Resists +3% cold +4% physical +9% temporal +3% fire Phys.save +18 (+4 eff.) Mind.save +13 (+4 eff.) HP.reg +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Yvetta the Blazelash Yvetta the Blazelash2.0 T1 lite [Rare] Steamtech While equipped: Stats +6 Str +3 Wil dps ---------- Melee Ret 13 lightning ----- def ----- Resists +6% lightning +9% fire Crit.chn- 15.00% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | defender's hardened leather cap of trickery (5 def, 9 armour) defender's hardened leather cap of trickery (5 def, 9 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Apr +6 ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +3% Resists +4% all Phys.save +7 (+1 eff.) A cap made of leather. |
On hands | heroic drakeskin leather gloves of regeneration (0 def, 9 armour) heroic drakeskin leather gloves of regeneration (0 def, 9 armour)1.0 T4 hands armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +9 Mind.save +9 (+3 eff.) Max.HP +55.00 HP.reg +4.40 ---------- misc Stam/turn +0.90 Psi/turn +0.18 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Balehad (dig speed 23 turns) Balehad (dig speed 23 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +3% blight Melee Ret 2 arcane 2 blight On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +12% mind Phys.save +7 (+1 eff.) Spell.save +10 (+3 eff.) Mind.save +7 (+2 eff.) Max.HP +55.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | steel ring 'Gara' steel ring 'Gara'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +9 (+4 eff.) Melee Ret 10 physical On Hit (Melee): * 20% chance to reduce armor by 9% ----- def ----- Armour +14 Max.HP +40.00 Stun/Frz- +20% ---------- misc Max.stam +30.00 Rings make your fingers look great! |
On fingers | Earygrim the Sunblack Earygrim the Sunblack0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +9 Str +1 Con dps ---------- Dmg.mod +6% fire Res.pen +4% nature Apr +2 ----- def ----- Resists +3% physical Die.at -20.00 life Poison- +22% Rings make your fingers look great! |
Around neck | Mikhad Mikhad0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Armour +2 Defense +5 (+2 eff.) Resists +11% lightning Phys.save +3 (+0 eff.) Silence- +20% Confus- +20% Stun/Frz- +23% Amulets make your neck look great! |
In main hand | Toxincast (40-56 power, 6 apr) Toxincast (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Rare] Master Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 nature While equipped: Stats +5 Cun +2 Wil dps ---------- Dmg.mod +9% nature Acc +11 (+2 eff.) Melee Ret 10 nature On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Defense +8 (+3 eff.) Crit.chn- 15.00% Disarm- +50% One-handed war axes. |
Around waist | Gligawyn the hardened leather belt Gligawyn the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Cun +6 Lck dps ---------- On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +17% lightning +8% temporal +9% acid Stealth +7 Max.HP +32.00 ---------- misc T.Disarm +10 Infravis +4 A belt that goes around your waist. |
In off hand | scouring stralite shield of mind resistance (+13%) (0 def, 8 armour, 53-64 power, 143.5 block) scouring stralite shield of mind resistance (+13%) (0 def, 8 armour, 53-64 power, 143.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Disrupt/Psionic When used to Attack: Power 53.0 - 63.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +144 While equipped: Stats +4 Con dps ---------- Melee+ 13 acid 17 nature On Hit (Melee): * 10 arcane resource burn On Melee Ret: * 8 arcane resource burn ----- def ----- Armour +8 Fatigue +8% Resists +13% acid +16% nature +14% mind ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | glorious linen cloak of vigor (1 def, 0 armour) glorious linen cloak of vigor (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Master/Psionic While equipped: Stats +2 Dex +2 Wil +4 Con dps ---------- Mov.spd +10% ----- def ----- Defense +1 (+0 eff.) Fatigue -6% Crit.chn- 12.00% HP.reg +2.00 ---------- misc Talents +2 Glorious Presence Glorious Presence: When you fail a save against a detrimental effect, your glorious presence grants you a 25.0% chance for an additional save against it and 33.7 bonus armor for 2 turns. (Based on your Constitution and Willpower) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 25.93 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
wild infusion (res 18%; mental, physical; dur 3; cd 16) wild infusion (res 18%; mental, physical; dur 3; cd 16)0.1 infusion scroll [Normal] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 psychic (res 27%; physical; dur 2; cd 12) wild infusion of the psychic (res 27%; physical; dur 2; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed 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 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 |
Rune of the Rift (334.00 temporal damage, removed from time 4 turns) Rune of the Rift (334.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 334.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 29; blocks 5; dur 4; cd 13) stormshield rune of the sneak (threshold 29; blocks 5; dur 4; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 29 up to 5 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of healing copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +11% Cut- +50% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 258 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
serendipitous steel amulet serendipitous steel amulet0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +9 Lck dps ---------- Acc +7 (+1 eff.) ----- def ----- Defense +7 (+2 eff.) Unseen.red 11% Amulets make your neck look great! |
psionicist's copper ring of frost (+22%) psionicist's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Mind.save +6 (+2 eff.) Rings make your fingers look great! |
savior's copper ring savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Rings make your fingers look great! |
Hurisaleg the Chargeripper Hurisaleg the Chargeripper0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +3% temporal +3% mind Res.pen +5% mind Melee Ret 8 temporal On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Max.HP +28.00 Disarm- +21% Pinning- +30% Knockbk- +24% Rings make your fingers look great! |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.12 cold and 14.12 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Zubawen the Nightparry Zubawen the Nightparry0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +12% darkness ----- def ----- Defense +10 (+3 eff.) Resists +12% nature Mind.save +7 (+2 eff.) Confus- +23% Rings make your fingers look great! |
rogue's steel ring of life rogue's steel ring of life0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+3 eff.) Max.HP +40.00 HP.reg +7.00 Heal.mod +12% Rings make your fingers look great! |
steel ring 'Zeridin' steel ring 'Zeridin'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str +2 Dex +5 Con dps ---------- Phys.crit +2.0% Res.pen +15% physical Apr +3 ----- def ----- Resists +21% acid +9% mind Talents granted by this ego do not have their typical weapon type requirements. Dirty Fighting: Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: You make a low blow against a sensitive point on the target, dealing 188% unarmed damage. If your attack hits, the target is left reeling and vulnerable, reducing their physical save by 11 and their stun, blind, confusion and pin immunities to 50% of normal for 4 turns. This effect bypasses saves. Rings make your fingers look great! |
solipsist's stralite ring of opulence solipsist's stralite ring of opulence0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Wil +11 Cun +6 Lck dps ---------- Mind.pwr +6 (+3 eff.) Golden Rule: (Instant) Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Call upon the power of your wealth to do unto others before they do unto you, gaining 84.61 physical power for 10 turns. You gain 1 physical power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
dwarven-steel greatsword 'Fogream' (38-60 power, 2 apr) dwarven-steel greatsword 'Fogream' (38-60 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Arcane Power 37.5 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 fire On Hit.r1 +12 acid On Crit.r2 +8 acid While equipped: dps ---------- Dmg.mod +30% light Res.pen +12% acid Massive two-handed swords. |
iron longsword (12-16 power, 2 apr) iron longsword (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron longsword of massacre (16-23 power, 2 apr) iron longsword of massacre (16-23 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
warbringer's steel longsword of massacre (21-29 power, 3 apr) warbringer's steel longsword of massacre (21-29 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Master Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +12% Sharp, long, and deadly. |
iron mace of massacre (19-27 power, 2 apr) iron mace of massacre (19-27 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Master Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
quick dwarven-steel waraxe of enduring (22-30 power, 4 apr) quick dwarven-steel waraxe of enduring (22-30 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Nature/Master Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Dex +9 Wil +5 Con dps ---------- Phys.spd +10% Acc +5 (+1 eff.) ----- def ----- Max.HP +19.00 One-handed war axes. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Swordbreaker (25-32 power, 20 apr) Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+3 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
dwarven-steel dagger (18-23 power, 7 apr) dwarven-steel dagger (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Normal] Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
quick stralite dagger of exorcism (28-36 power, 9 apr) quick stralite dagger of exorcism (28-36 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Master Power 27.5 - 35.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Against +9% Undead On Crit: * On a Crit, strike your target with a blast of Light dealing 89 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 22 for the duration. While equipped: Stats +4 Dex dps ---------- Crit.mult +16.00% Phys.spd +10% Acc +13 (+3 eff.) Sharp, short and deadly. |
Oathblade (24-34 power, 0 apr) Oathblade (24-34 power, 0 apr)3.0 T2 longsword 1H weapon [Unique] Nature/Master Power 24.0 - 33.6 Physical Uses 30% Dex, 20% Mag, 70% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Crit +5.0% Atk.spd 100% Block +27 Dmg.conv 19% light While equipped: dps ---------- Dmg.mod +16% physical ----- def ----- Resists +6% light Teleport- +20% ---------- misc Stam/ret +0.90 Mana/s.crit +1.00 Talents +1 Lightbound Oath +1 Block This weapon counts as a shield for the purposes of talents and blocking. Lightbound Oath: Passive - Allows you to dual-wield any two one handed weapons. Additionaly, gain a 37% chance to parry attacks, reducing damage taken by up to 25% and deal 116% of the deflected amount back as Light damage in retaliation. These effects scale off of your Dexterity and Magic respectively. Your Parry chance is halved if you are not dual-wielding. One of the weapons once wielded by a mysterious group of crusading warriors from beyond the horizon. Vows to an unknown entity of the Light are etched into the blade. |
Serpent's Glare (7-8 power, 15 apr, nature damage) Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 247.68 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Bloomsoul (8-9 power, 13 apr, nature damage) Bloomsoul (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 30 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Falogodan the living mindstar (18-19 power, 40 apr, nature damage) Falogodan the living mindstar (18-19 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature/Psionic Power 17.5 - 19.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +14 Wil dps ---------- Mind.crit +5% Mind.pwr +35 (+13 eff.) Dmg.mod +15% arcane ----- def ----- Spell.save +8 (+2 eff.) ---------- misc Equi/ret +0.12 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Duskdream (15/15, 23-28 power, 2 apr) Duskdream (15/15, 23-28 power, 2 apr)3.0 T2 shot ammo [Rare] Master Power 23.0 - 27.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 15 Ranged+ +8 darkness On Hit.r1 +20 darkness +20 cold On Crit.r2 +20 darkness On Hit: * 20% chance to reduce all saves and defense by 24 On Crit: * The target is poisoned and sick, doing nature damage per turn. Each time it tries to use a talent there is 20% chance of failure. Damage is based on Cunning. Shots are used with slings to pummel your foes to death. |
flaming dwarven-steel shield of winter (0 def, 6 armour, 30-36 power, 78.5 block) flaming dwarven-steel shield of winter (0 def, 6 armour, 30-36 power, 78.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 30.0 - 36.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 Melee+ +10 cold On Hit.r1 +10 fire While equipped: Stats +2 Wil dps ---------- Melee+ 5 fire On shield block: * Deals 128 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 6 fire ----- def ----- Armour +6 Fatigue +8% Resists +12% cold ---------- misc Talents +1 Block Handheld deflection devices. |
shocking dwarven-steel shield (0 def, 6 armour, 29-35 power, 80 block) shocking dwarven-steel shield (0 def, 6 armour, 29-35 power, 80 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 29.0 - 34.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 While equipped: dps ---------- Melee+ 6 lightning Melee Ret 5 lightning ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's stralite shield of cold resistance (+17%) (0 def, 8 armour, 50-59 power, 144 block) swashbuckler's stralite shield of cold resistance (+17%) (0 def, 8 armour, 50-59 power, 144 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 49.5 - 59.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +144 While equipped: Stats +4 Str +5 Dex dps ---------- Acc +9 (+2 eff.) ----- def ----- Armour +8 Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Gleampulverizer (9 def, 6 armour) Gleampulverizer (9 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: Stats +6 Str dps ---------- Crit.mult +20.00% Melee Ret 4 mind ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +6% lightning +24% fire +20% light A suit of armour made of leather. |
Siliramitira the Glintobsidian (9 def, 6 armour) Siliramitira the Glintobsidian (9 def, 6 armour)9.0 T3 light armor [Rare] Arcane While equipped: dps ---------- Melee+ 16 mind 15 darkness Dmg.mod +6% light +21% blight Res.pen +15% blight +10% light Melee Ret 13 mind 13 darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +19% mind +22% darkness +15% light A suit of armour made of leather. |
troll-hide hardened leather armour (9 def, 6 armour) troll-hide hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +30.00 HP.reg +6.30 Heal.mod +12% A suit of armour made of leather. |
Adatira the steel mail armour (2 def, 10 armour) Adatira the steel mail armour (2 def, 10 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +9% blight +4% physical +7% arcane +12% temporal Crit.chn- 15.00% Phys.save +3 (+0 eff.) Spell.save +16 (+4 eff.) A suit of armour made of mail. |
Murkwolf Murkwolf1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +12% acid Res.pen +15% nature Melee Ret 2 nature On Hit (Melee): * 20% chance to reduce armor by 9% ----- def ----- Phys.save +6 (+1 eff.) A belt that goes around your waist. |
rough leather belt of the armsmaster rough leather belt of the armsmaster1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Phys.save +6 (+1 eff.) A belt that goes around your waist. |
cleansing hardened leather belt of the wilder cleansing hardened leather belt of the wilder1.0 T3 belt armor [Ego] Disrupt/Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Resists +8% acid +9% blight Mind.save +7 (+2 eff.) A belt that goes around your waist. |
Tempestenvy the linen cloak (1 def, 0 armour) Tempestenvy the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Wil +2 Con dps ---------- Dmg.mod +3% lightning +9% mind ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Eiliniwen' (1 def, 0 armour) linen cloak 'Eiliniwen' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Cun +1 Con ----- def ----- Defense +1 (+0 eff.) Resists +6% acid +3% temporal +12% lightning +3% blight Crit.chn- 5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak (2 def, 0 armour) cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvywyn (0 def, 1 armour) Yvywyn (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Mag +3 Cun ----- def ----- Armour +1 Resists +9% cold Crit.chn- 5.00% Max.HP +40.00 Pinning- +10% Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 114% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
blightbringer's pair of hardened leather boots of tirelessness (0 def, 3 armour) blightbringer's pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +5 Mag dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +7% acid +7% blight ----- def ----- Armour +3 Disease- +26% ---------- misc Stam/turn +0.50 Max.stam +22.00 A pair of boots made of leather. |
pair of hardened leather boots 'Mardarodas' (5 def, 3 armour) pair of hardened leather boots 'Mardarodas' (5 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +10 (+3 eff.) Dmg.mod +3% physical Acc +15 (+3 eff.) ----- def ----- Armour +3 Defense +5 (+2 eff.) Phys.save +15 (+3 eff.) Die.at -40.00 life Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
scholar's pair of hardened leather boots of evasion (2 def, 3 armour) scholar's pair of hardened leather boots of evasion (2 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Spell.pwr +6 (+3 eff.) ----- def ----- Armour +3 Defense +2 (+1 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
scholar's pair of hardened leather boots of strife (0 def, 3 armour) scholar's pair of hardened leather boots of strife (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Spell.pwr +7 (+4 eff.) Mind.pwr +5 (+3 eff.) Res.pen +7% physical ----- def ----- Armour +3 Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 21 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Xeruramira (7 def, 3 armour) Xeruramira (7 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex ----- def ----- Armour +3 Defense +7 (+2 eff.) Fatigue +2% Teleport- +10% ---------- misc Stam/turn +3.00 Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
naturalist's iron gauntlets of strength (+2) (0 def, 1 armour) naturalist's iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 6 nature Dmg.mod +3% nature ----- def ----- Armour +1 Fatigue +1% Resists +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
restful iron gauntlets of magic (+2) (0 def, 1 armour) restful iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Fatigue +1% HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
mindwoven linen wizard hat of the sentry (1 def, 0 armour) mindwoven linen wizard hat of the sentry (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) ---------- misc Psi/turn +0.13 Infravis +3 See.Stealth +7 See.Invis +6 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 5% and attempts to push all creatures other than yourself out of its radius, inflicting 0.94 light damage and 0.94 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
shielding cashmere wizard hat of darkness (+16%) (2 def, 0 armour) shielding cashmere wizard hat of darkness (+16%) (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +2 (+1 eff.) Resists +16% darkness Spell.save +8 (+2 eff.) A pointy cloth hat, very wizardly... |
spellwoven cashmere wizard hat of knowledge (2 def, 0 armour) spellwoven cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +0.24 A pointy cloth hat, very wizardly... |
Kindlewisp (1 def, 0 armour) Kindlewisp (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% light Res.pen +5% light +15% fire ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning +6% light Phys.save +6 (+1 eff.) ---------- misc Light +1 A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of the citadel (0 def, 1 armour) stabilizing rough leather cap of the citadel (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+2 eff.) ---------- misc Talents +1 Citadel Citadel: Passive - Increases Resistance to all damage by 11.47% per each enemy you can see in a radius of 2, to a maximum of 30%. The increase is based on the average of your Strength, Cunning, and Constitution stats. A cap made of leather. |
Hovor the Dayward (0 def, 3 armour) Hovor the Dayward (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +7 Dex +5 Con dps ---------- Dmg.mod +12% light +9% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +3 Fatigue +3% Resists +6% light +3% mind ---------- misc Talents +1 Citadel Citadel: Passive - Increases Resistance to all damage by 11.47% per each enemy you can see in a radius of 2, to a maximum of 30%. The increase is based on the average of your Strength, Cunning, and Constitution stats. A cap made of leather. |
bladed hardened leather cap of trickery (0 def, 3 armour) bladed hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +4 Str +3 Dex +3 Cun dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 165.7 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
defender's hardened leather cap (5 def, 8 armour) defender's hardened leather cap (5 def, 8 armour)2.0 T3 head armor [Ego+] Master While equipped: ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +4% all Phys.save +7 (+1 eff.) A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
dwarven-steel helm (0 def, 4 armour) dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's dwarven-steel helm of constitution (+5) (0 def, 8 armour) miner's dwarven-steel helm of constitution (+5) (0 def, 8 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +5 Con ----- def ----- Armour +8 Fatigue +4% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate 6 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. |
8 spinel 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
9 ametrine 9 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. |
8 citrine 8 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. |
11 zircon 11 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. |
3 aquamarine 3 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. |
9 opal 9 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. |
10 topaz 10 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. |
8 amethyst 8 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. |
8 onyx 8 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. |
3 lapis lazuli 3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 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. |
3 emerald 3 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. |
5 garnet 5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz 5 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. |
4 sapphire 4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise 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. |
2 ruby 2 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. |
bloodstone bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
281 alchemist agate 281 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. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(103 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern of clarity brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+1 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
iron pickaxe 'Gloramiriavena' (dig speed 36 turns) iron pickaxe 'Gloramiriavena' (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +8 Str dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +5% physical ----- def ----- Fatigue -5% Resists +3% lightning Mind.save +3 (+1 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe (dig speed 29 turns) dwarven-steel pickaxe (dig speed 29 turns)3.0 T3 digger tool [Normal] While equipped: Stats +2 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's dwarven-steel pickaxe (dig speed 25 turns) sapper's dwarven-steel pickaxe (dig speed 25 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +3 Cun dps ---------- Acc +6 (+1 eff.) ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Sigil of the Enclave Sigil of the Enclave2.0 T2 misc tool [Unique] Arcane/Master/Psionic While equipped: Stats +5 Wil +5 Mag ---------- misc Talents +1 Arcanist +1 Willbreaker +1 Citadel Masteries +0.21 Demented/Void +0.20 Technique/Warcries +0.20 Wild-gift/Mindstar mastery +0.21 Spell/Terrene technomancy Two talent increases on this item are guaranteed to be ones you know, the other two are random. The provided combination of talents on this item are passives that increase various stats based on the number of enemies around you in a radius of 2. A token carried by agents of the Enclave, a clandestine organization whose members master various disciplines not normally mixed togther. Whoever uesd to hold this sigil clearly didn't make the cut. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) 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. |
Forbidden Tome: "A View From The Gallery" 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. |
Achievements
By Drindey the Dwarf Bulwark level 13
7th Profit 122nd year of Ascendancy at 13:56 see stats
By Drindey the Dwarf Bulwark level 29
2nd Steel 123rd year of Ascendancy at 04:39 see stats
By Drindey the Dwarf Bulwark level 19
20th Dearth 122nd year of Ascendancy at 05:27 see stats
By Drindey the Dwarf Bulwark level 28
25th Iron 123rd year of Ascendancy at 22:30 see stats
By Drindey the Dwarf Bulwark level 10
25th Voratun 122nd year of Ascendancy at 18:58 see stats
By Drindey the Dwarf Bulwark level 20
21st Dearth 122nd year of Ascendancy at 01:00 see stats
By Drindey the Dwarf Bulwark level 30
4th Steel 123rd year of Ascendancy at 14:32 see stats
By Drindey the Dwarf Bulwark level 25
18th Loss 122nd year of Ascendancy at 02:55 see stats
By Drindey the Dwarf Bulwark level 6
20th Voratun 122nd year of Ascendancy at 01:04 see stats
By Drindey the Dwarf Bulwark level 24
13rd Loss 122nd year of Ascendancy at 07:46 see stats
By Drindey the Dwarf Bulwark level 27
10th Iron 123rd year of Ascendancy at 19:17 see stats
By Drindey the Dwarf Bulwark level 26
21st Loss 122nd year of Ascendancy at 04:16 see stats
By Drindey the Dwarf Bulwark level 17
11st Wealth 122nd year of Ascendancy at 19:38 see stats
Log
Ghoul slows down.
Ghoul's is vulnerable to attacks and effects!
Ghoul starts to bleed.
You collect a new ingredient: chunk of ghoul flesh (1).
Drindey prepares for the next kill!
Greater Weapon Focus from Drindey hits Ghoul for 151 physical, 0 arcane, 27 acid, 39 nature (217 total damage).
Drindey hits Ghoul for 80 physical, 0 arcane, 27 acid, 39 nature, 76 physical, 0 arcane, 29 acid, 42 nature, 73 physical, 0 arcane, 29 acid, 42 nature (436 total damage).
Drindey killed Ghoul!
Barrow wight casts Mind Disruption.
Drindey shrugs off the effect 'Confused'!
Ghast uses Ghoulish Leap.
Ghast speeds up.
Forest wight casts Mind Disruption.
Drindey shrugs off the effect 'Confused'!
Forest wight casts Mind Disruption.
Drindey wanders around!
Armoured skeleton warrior uses Disarm.
Drindey resists the effect 'Disarmed'!
Grave wight casts Glacial Vapour.
Skeleton warrior uses Bone Armour.
A shield forms around skeleton warrior.
Skeleton mage casts Manathrust.
Skeleton mage hits Elder vampire for (110 absorbed), 0 arcane (0 total damage).
Skeleton mage hits Armoured skeleton warrior for 84 arcane damage.
Skeleton mage hits Drindey for (92 blocked), 0 arcane (0 total damage).
Armoured skeleton warrior hits Drindey for (10 blocked), 0 light (0 total damage).
Melee retaliation hits Armoured skeleton warrior for 11 lightning, 8 physical, 0 arcane, 2 blight, 8 nature, 2 arcane (30 total damage).
Saving game...
Saving done.