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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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.
Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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 Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 26 / 47% |
| Size | big |
| Lifes / Deaths | Killed by Yvuba the Blightborn at level 17 on the 16th Dearth 122nd year of Ascendancy at 04:24 2 / 4Killed by worm that walks at level 19 on the 22nd Dearth 122nd year of Ascendancy at 03:58 Killed by Urkis, the High Tempest at level 22 on the 27th Loss 122nd year of Ascendancy at 23:59 Killed by Eilinasemira the stone troll at level 26 on the 27th Shortage 122nd year of Ascendancy at 13:31 |
Primary Stats
| Strength | 64 (base 38) |
| Dexterity | 34 (base 24) |
| Constitution | 63 (base 37) |
| Magic | 12 (base 10) |
| Willpower | 15 (base 11) |
| Cunning | 30 (base 15) |
Resources
| Life | 898/898 |
| Stamina | 188/188 |
| Healing Factor | 1.344619213451 |
| Regeneration | 15.142156074076 |
Speed
| Mental | +6.6613381477509E-14% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 41.446758763835 |
| See Invisible | 38.446758763835 |
Offense: Mainhand
| Damage | 129 |
| Accuracy | 41 |
| Crit Chance | 27% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +23% |
| All | 0% |
| Physical | +8% |
| Mind | +6% |
| Nature | +3% |
Offense: Damage Penetration
| Darkness | +5% |
| Acid | +5% |
| Nature | +10% |
| Physical | +17% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 46 (30%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 6 |
| Physical Save | 49 |
| Spell Save | 33 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 19%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 15%( 70%) |
| Physical | + 13%( 70%) |
| Mind | + 37%( 70%) |
| Darkness | + 23%( 70%) |
| Fire | + 62%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Confusion Resistance | 25% |
| Disarm Resistance | 49% |
| Instadeath Resistance | 100% |
| Blind Resistance | 63% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 291 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: 14 Travel Speed: 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Heart of the Gloom. Escort: repented thief (level 2 of Heart of the Gloom)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
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. * 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. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 36. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed vampire lord fang. * You've found the needed sandworm tooth. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed xorn fragment. * '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 explosive force. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You 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 | Camurek the Gleamlash (0 def, 11 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Str +6 Con dps ---------- Dmg.mod +8% physical Melee Ret 4 light ----- def ----- Armour +11 Resists +18% acid +6% mind Die.at -40.00 life HP.reg +2.00 Blind- +20% ---------- misc Size +1 A pair of boots made of leather. |
| Light source | Rootsweep the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Melee Ret 4 fire On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +9% nature Mind.save +6 (+3 eff.) ---------- misc Light +3 Infravis +1 See.Stealth +9 See.Invis +7 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 | Duathelripper of the Blightspawn (0 def, 1 armour) =breathe water, manaburn=2.0 T1 head armor [Random Unique] Nature/Master While equipped: Stats +4 Dex -4 Wil +3 Con dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +7% cold +3% light +6% acid Phys.save +12 (+4 eff.) ---------- misc Breathe water A cap made of leather. |
| Tool | Uruhek the iron torque of gale force [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +5% mind +5% acid On Hit (Melee): * 20% chance to reduce armor by 20% ----- def ----- Resists +6% mind Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 113 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gladiator's steel ring of misery0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +4 Str +1 Cun +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 11 physical Ranged+ 11 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 18 On Hit (Ranged): * 11% chance to reduce all saves and defense by 18 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| On fingers | warrior's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Blind- +23% ---------- misc Infravis +4 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
| Around waist | Yvybrevea the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +6% mind Melee Ret 6 mind ----- def ----- Armour +10 Defense +8 (+2 eff.) Phys.save +18 (+6 eff.) ---------- misc Hate/m.crit +4.00 Max.psi +40.00 A belt that goes around your waist. |
| In main hand | voratun greatmaul 'Flamehacker' (183% power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Master Power 183% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 21 damage On Crit: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 While equipped: Stats +2 Dex +4 Mag +4 Wil +6 Con dps ---------- Phys.pwr +16 (+4 eff.) Dmg.mod +9% fire Res.pen +17% physical Melee Ret 4 fire ----- def ----- Disarm- +49% Massive two-handed mauls. |
| On hands | dwarven-steel gauntlets 'Cleanseshine' (20 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 7 fire Dmg.mod +3% nature +5% fire ----- def ----- Armour +2 Defense +20 (+6 eff.) Fatigue +3% Resists +6% blight +7% fire Die.at -80.00 life Blind- +20% ---------- misc Max.psi +30.00 Unarmed combat: Power 125% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +7 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | drakeskin leather armour 'Swampsweeper' (28 def, 16 armour)9.0 T5 light armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun +1 Wil dps ---------- Spell.pwr +5 (+4 eff.) S.pwr/crit +2 Res.pen +10% nature Melee Ret 2 nature ----- def ----- Armour +16 Defense +28 (+9 eff.) Fatigue +8% Resists +49% fire Mind.save +15 (+8 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of leather. |
| Cloak | Pyrezephyr the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% fire ----- def ----- Defense +7 (+2 eff.) Resists +1% physical Phys.save +6 (+2 eff.) Die.at -20.00 life HP.reg +2.00 Disease- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Nightenvy0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +6 Dex +6 Cun +3 Con dps ---------- Mov.spd +10% Res.pen +5% darkness Melee Ret 2 arcane 2 darkness ----- def ----- Fatigue -6% Resists +16% mind +5% arcane +12% darkness HP.reg +2.00 Confus- +25% ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the warrior (speed 705%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 705% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the titan (range 6; phase 19; cd 19)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (210.00 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 210.00 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. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 30; dur 4; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 30.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the titan (power 18; resist 24%; move 37%; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 24% all resistance, you move 37% faster, and you are invisible (power 18). Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 85; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 85 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 104; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 104 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 84; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 84 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +11% nature +10% blight Heal.mod +12% Poison- +22% Disease- +21% Cut- +40% Heal: Puts all charms on 35 cooldown Level 1.0 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 142 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper amulet 'Galedraneg'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Con dps ---------- Crit.mult +10.00% ----- def ----- Resists +12% light +11% darkness Blind- +20% ---------- misc Psi/ret +0.08 Amulets make your neck look great! |
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 8.80 cold and 9.50 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. |
titan's steel ring of tenacity0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+3 eff.) Max.HP +24.00 Disarm- +26% Pinning- +22% Knockbk- +20% Rings make your fingers look great! |
Earoduvor0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Str +7 Con dps ---------- Phys.crit +2.0% Phys.pwr +40 (+10 eff.) Dmg.mod +30% arcane Acc +10 (+4 eff.) Rings make your fingers look great! |
ash starstaff 'Bethetira' (111% power, 3 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 16 [Random Unique] Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Wil dps ---------- Spell.crit +14% Crit.mult +22.00% Spell.pwr +8 (+5 eff.) Dmg.mod +6% blight +15% physical Res.pen +10% arcane ----- def ----- Defense +7 (+2 eff.) ---------- misc Vim/s.crit +1.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 57.77 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
earthen yew magestaff of might (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+6 eff.) Dmg.mod +20% fire ----- def ----- Armour +2 Hardiness +4% Phys.save +4 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen yew starstaff of might (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+6 eff.) Dmg.mod +20% darkness ----- def ----- Armour +5 Hardiness +4% Phys.save +3 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Layemina the Shiverserpent (117% power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 117% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +16 cold While equipped: dps ---------- Dmg.mod +3% cold Res.pen +10% fire ----- def ----- Resists +2% physical +12% darkness +3% temporal Silence- +20% Massive two-handed battleaxes. |
Stormfront (136% power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
flaming steel battleaxe of daylight (123% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 123% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 light Against +7% Undead On Hit.r1 +7 fire Massive two-handed battleaxes. |
Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 51% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
dwarven-steel greatmaul of crippling (153% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Master Power 153% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Massive two-handed mauls. |
flaming stralite greatmaul of crippling (167% power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego+] Arcane/Master Power 167% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit.r1 +19 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Massive two-handed mauls. |
Blazebane the steel greatsword (126% power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Psionic Power 127% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +13 darkness Against +14% Living On Hit: * 20% chance to reduce armor by 20% While equipped: dps ---------- Dmg.mod +12% light +6% lightning ----- def ----- Resists +15% lightning Massive two-handed swords. |
chilling dwarven-steel greatsword of massacre (157% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 157% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 cold Massive two-handed swords. |
acidic deep-steel trident of phasing (131% power, 23 apr)3.0 T3 trident 2H weapon [Ego] Arcane Power 131% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +23 Crit +2.5% Atk.spd 100% Phasing +19% On Crit: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
steel mace of erosion (105% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Nature Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 nature Blunt and deadly. |
truestriking dwarven-steel mace (133% power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master Power 134% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +12 (+4 eff.) Apr +6 Blunt and deadly. |
Xanymina the Pitchkiller (102% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 102% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 nature While equipped: Stats +3 Str +8 Wil dps ---------- Dmg.mod +15% darkness Melee Ret 4 darkness One-handed war axes. |
manaburning dwarven-steel waraxe of massacre (130% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Disrupt/Master Power 131% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 13 arcane resource burn One-handed war axes. |
Unlightsting (109% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Arcane Power 109% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +10 fire While equipped: Stats +6 Str +2 Con dps ---------- Dmg.mod +6% blight On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Resists +3% blight Crit.chn- 10.00% ---------- misc See.Invis +12 Sharp, short and deadly. |
Betissra (118% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Nature Power 119% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +8 fire While equipped: Stats +3 Wil dps ---------- All.spd +3% Res.pen +11% fire ----- def ----- Resists +9% blight +9% cold +5% arcane Crit.chn- 15.00% Mind.save +9 (+5 eff.) Sharp, short and deadly. |
Moon (100% power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Darkness Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
truestriking dwarven-steel dagger (121% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 122% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +5 (+2 eff.) Apr +8 Sharp, short and deadly. |
Serpent's Glare (91% power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature 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 222.39 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Charged Focus (100% power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 100% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Lightning Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+5 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
Psionic Fury (104% power, 25 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Unique] Nature/Psionic Power 105% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+5 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Release a wave of psionic power, dealing 81.62 mind damage (based on Willpower) to all within radius 5. Uses 40 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Starstoker the thorny mindstar (94% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +18% light ----- def ----- Resists +6% nature +6% mind Spell.save +10 (+5 eff.) ---------- misc 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. |
horrifying thorny mindstar of resolve (96% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 6 mind 8 darkness Dmg.mod +6% mind +4% darkness ----- def ----- Spell.save +4 (+2 eff.) ---------- misc 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. |
hardened leather sling4.0 T3 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
enhanced steel steamgun4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Str +5 Dex +5 Mag +4 Wil +5 Cun +4 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
plaguebringer's quiver of yew arrows of crippling (17/17, 141% power, 10 apr)3.0 T3 arrow ammo [Ego++] Arcane/Master Power 142% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +11.0% Capacity 17 Ranged+ +21 blight On Hit: 20% Epidemic 3 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 10 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
pouch of steel shots of wind (4/14, 118% power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 118% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 14 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 174 physical damage Shots are used with slings to pummel your foes to death. |
windwalling dwarven-steel shield of resilience (0 def, 6 armour, 139% power, 81 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature/Psionic When used to Attack: Power 139% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +81 Melee+ +10 physical While equipped: Stats +3 Wil ----- def ----- Armour +6 Fatigue +8% Resists +11% physical Shield.near.proj +10 Proj.slow +17% Max.HP +58.00 ---------- misc Talents +1 Block Handheld deflection devices. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 35.84 to 107.52 lightning damage (71.68 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
cured leather armour of command (13 def, 8 armour)9.0 T2 light armor [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +8 Defense +13 (+4 eff.) Fatigue +7% Mind.save +12 (+6 eff.) A suit of armour made of leather. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
hardened leather armour of the hero (9 def, 6 armour)9.0 T3 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +41.00 A suit of armour made of leather. |
steel mail armour 'Deepssmasher' (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +3% darkness Melee Ret 2 darkness ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +6% blight +17% fire +6% darkness Mind.save +11 (+6 eff.) Max.HP +20.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of mail. |
enlightening dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +11 Fatigue +22% Mind.save +10 (+5 eff.) A suit of armour made of metal plates. |
enlightening dwarven-steel plate armour of fire resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Master/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +11 Fatigue +22% Resists +15% fire Mind.save +13 (+7 eff.) A suit of armour made of metal plates. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Taintwrecker1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% nature Apr +2 ----- def ----- Defense +10 (+3 eff.) Resists +1% physical Max.HP +31.00 ---------- misc Stam/turn +1.00 Infravis +2 A belt that goes around your waist. |
Radhyrorin the Duathelshaper1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Resists +6% acid +12% light +7% fire +9% nature +7% cold +5% arcane +7% lightning Spell.save +6 (+3 eff.) A belt that goes around your waist. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 35% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
traveler's pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -5% Phys.save +5 (+2 eff.) ---------- misc Max.enc +30 Stam/turn +0.40 Max.stam +19.00 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
Galuhad (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature While equipped: dps ---------- Melee+ 6 lightning 11 nature 7 acid Dmg.mod +5% lightning +7% nature +5% acid ----- def ----- Armour +2 Resists +7% lightning +3% temporal +6% nature +6% acid Crit.chn- 10.00% Confus- +20% Unarmed combat: Power 114% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +9 lightning +7 nature +8 acid On Hit: 10% Corrosive Breath 3 On Hit: 10% Lightning Breath 3 On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Starwoe the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +9 Str +6 Mag +5 Wil +2 Cun +2 Con dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +10 (+6 eff.) Melee+ 7 arcane Dmg.mod +5% arcane Res.pen +5% light ----- def ----- Armour +2 Resists +7% darkness +5% arcane +6% light ---------- misc Infravis +4 Unarmed combat: Power 122% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 arcane On Crit.r2 +13 light +23 darkness On Hit: 10% Manathrust 3 Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 34.43 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Eilinedaleta' (0 def, 9 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +2 Mag +4 Cun +3 Con dps ---------- Melee+ 9 physical Dmg.mod +6% physical ----- def ----- Armour +9 ---------- misc Light +2 Infravis +3 Unarmed combat: Power 118% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +10 physical On Crit.r2 +9 physical On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 131% Range: 1.4x Uses 40% Wil, 40% Cun, 40% Dex 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Instill Fear: Level 3.0 Pwr.cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 11.66 mind and 11.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 14% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 13. Terrified: Deals 2.65 mind and 2.50 darkness damage per turn and increases cooldowns by 21%. Haunted: Causes the target to suffer 4.50 mind and 4.25 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
mindwoven cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) ---------- misc Psi/turn +0.18 A pointy cloth hat, very wizardly... |
Islolralle (6 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% nature +6% physical On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +6 (+2 eff.) Resists +15% nature Phys.save +3 (+1 eff.) Spell.save +6 (+3 eff.) ---------- misc Stam/turn +2.00 A pointy cloth hat, very wizardly... |
rough leather cap 'Frostcrack' (0 def, 1 armour) =breathe water=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +3% cold Res.pen +5% acid ----- def ----- Armour +1 Fatigue +1% Resists +3% light +6% darkness +6% cold +5% arcane +3% nature ---------- misc Breathe water A cap made of leather. |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+6 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Dagoroddaran the dwarven-steel helm (15 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +6% acid Acc +15 (+5 eff.) ----- def ----- Armour +4 Defense +15 (+5 eff.) Fatigue +4% ---------- misc Stam/turn +2.00 Stam/ret +2.10 Equi/ret +1.30 Max.stam +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hathinaridudin the Charquill (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +3 Wil dps ---------- Dmg.mod +15% fire Res.pen +15% acid +10% fire Melee Ret 6 darkness 10 fire ----- def ----- Armour +4 Fatigue +4% Mind.save +11 (+6 eff.) ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing dwarven-steel helm of trickery (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +6 ----- def ----- Armour +4 Fatigue +4% Resists +7% nature +9% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing dwarven-steel helm of strength (+4) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% Phys.save +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
2 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. |
3 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. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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. |
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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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 clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +7 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. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+6 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 140 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Eilinenn [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Dex ----- def ----- Resists +1% physical Spell.save +12 (+6 eff.) Mind.save +9 (+5 eff.) HP.reg +2.00 ---------- misc Infravis +3 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 113 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
extending dwarven-steel torque of gale force [power 225] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 243 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
extending elm totem of stinging [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 113 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Singebutcher [power 194] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire Phasing +30% ---------- misc Mana/turn +0.04 Vim/s.crit +1.00 Max.vim +40.00 Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Harekan the ash wand of lightning storm [power 200] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Spell.pwr +20 (+11 eff.) Dmg.mod +15% blight Res.pen +10% arcane On Hit (Melee): * 20% chance to reduce armor by 20% ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% Create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (200 total damage) Puts all charms on 15 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Umbrabrawn of the Blightspawn [power 182] (20 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats -7 Str +7 Dex +2 Wil ---------- misc Max.hate +6.00 Max.psi +40.00 Wards +3 lightning +2 nature +3 darkness +3 blight Talents +1 Ward 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 cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing yew wand of shielding [power 242] (20 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 242 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Rosbu the Dwarf Berserker level 20
23rd Dearth 122nd year of Ascendancy at 11:33 see stats
Bringer of Doom
Killed a Bringer of Doom.By Rosbu the Dwarf Berserker level 14
40th Profit 122nd year of Ascendancy at 17:06 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Rosbu the Dwarf Berserker level 8
29th Voratun 122nd year of Ascendancy at 01:52 see stats
Exterminator
Killed 1000 creatures.By Rosbu the Dwarf Berserker level 20
29th Dearth 122nd year of Ascendancy at 08:32 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Rosbu the Dwarf Berserker level 23
29th Loss 122nd year of Ascendancy at 19:14 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rosbu the Dwarf Berserker level 20
23rd Dearth 122nd year of Ascendancy at 11:58 see stats
Level 10
Got a character to level 10.By Rosbu the Dwarf Berserker level 10
10th Profit 122nd year of Ascendancy at 09:06 see stats
Level 20
Got a character to level 20.By Rosbu the Dwarf Berserker level 20
22nd Dearth 122nd year of Ascendancy at 06:27 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Rosbu the Dwarf Berserker level 22
41st Dearth 122nd year of Ascendancy at 06:52 see stats
Size matters
Did over 600 damage in one attack.By Rosbu the Dwarf Berserker level 24
16th Shortage 122nd year of Ascendancy at 22:57 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Rosbu the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 00:26 see stats
The Arena
Unlocked Arena mode.By Rosbu the Dwarf Berserker level 13
20th Profit 122nd year of Ascendancy at 09:53 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Rosbu the Dwarf Berserker level 20
23rd Dearth 122nd year of Ascendancy at 11:33 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Rosbu the Dwarf Berserker level 14
41st Profit 122nd year of Ascendancy at 23:52 see stats
The secret city
Discovered the truth about mages.By Rosbu the Dwarf Berserker level 20
31st Dearth 122nd year of Ascendancy at 08:20 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Rosbu the Dwarf Berserker level 14
41st Profit 122nd year of Ascendancy at 02:48 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Rosbu the Dwarf Berserker level 21
33rd Dearth 122nd year of Ascendancy at 19:20 see stats
Log
Rosbu receives 67 healing from Infusion: Healing.
Rosbu uses Stunning Blow.
Rosbu misses Eilinasemira the stone troll's temporal clone.
Rosbu misses Eilinasemira the stone troll's temporal clone.
Acid Splash from Rosbu hits Mirror Image (Betubrewen the rogue sapper) for 0 acid damage.
Talent Resilience of the Dwarves is ready to use.
Rosbu is knocked back!
Something hits Rosbu for 69 temporal, 69 physical (138 total damage).
Eilinasemira the stone troll's Shoot hits Rosbu for 71 physical, 9 physical, 102 physical (181 total damage).
Eilinasemira the stone troll's spatial tether hits Rosbu for 58 temporal, 58 physical (116 total damage).
Rosbu the level 26 dwarf berserker was chopped into tiny pieces to death by Eilinasemira the stone troll on level 1 of Ruined Dungeon.
Rosbu no longer revels in blood quite so much.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Eilinasemira the stone troll's spatial tether killed Rosbu!
Saving game...
Resting starts...
Talent Death Dance is ready to use.
Talent Infusion: Wild is ready to use.
Talent Warshout is ready to use.
Talent Stunning Blow is ready to use.
Talent Daunting Presence is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Vitality is ready to use.
Talent Infusion: Healing is ready to use.
Talent Precise Strikes is ready to use.
Rested for 30 turns (stop reason: all resources and life at maximum).
Saving done.





































































































































