










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. 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:
Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Wyrmic |
| Level / Exp | 32 / 63% |
| Size | medium |
| Lifes / Deaths | Killed by Arath the warg at level 29 on the 57th Haze 122nd year of Ascendancy at 16:46 / 2Killed by Velayarethra the shadowblade at level 32 on the 46th Regrowth 123rd year of Ascendancy at 19:21 |
Primary Stats
| Strength | 79.978839354859 (base 60) |
| Dexterity | 20 (base 10) |
| Constitution | 18 (base 11) |
| Magic | 13 (base 10) |
| Willpower | 79.978839354859 (base 60) |
| Cunning | 42 (base 17) |
Resources
| Life | -121/1094 |
| Stamina | 362/386 |
| Equilibrium | 61 |
| Healing Factor | 1.0711363549268 |
| Regeneration | 20.237586723831 |
Speed
| Mental | +13.45457936284% |
| Attack | +3.45457936284% |
| Movement | +11.09386761032% |
| Spell | +3.45457936284% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 137 |
| Accuracy | 53 |
| Crit Chance | 29% |
| APR | 11 |
| Speed | 0.88 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 29% |
| Speed | 0.96660776754286 |
Offense: Mind
| Mindpower | 69 |
| Crit Chance | 38% |
| Speed | 0.96660776754286 |
Offense: Damage Bonus
| Lightning | +11% |
| Temporal | +9% |
| Physical | +24% |
| Darkness | +9% |
| All | +6% |
Offense: Damage Penetration
| Physical | +34% |
| Nature | +10% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 57.621908237396 (88.568973732692%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 23 |
| Physical Save | 37 |
| Spell Save | 35 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 40%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 58%( 70%) |
| All | + 17%( 70%) |
| Darkness | + 27%( 70%) |
| Physical | + 25%( 70%) |
| Lightning | + 44%( 70%) |
| Mind | + 31%( 70%) |
| Fire | + 49%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Disarm Resistance | 26% |
| Silence Resistance | 20% |
| Bleed Resistance | 10% |
| Confusion Resistance | 81% |
| Knockback Resistance | 62% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (97% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 66 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 Cunning stat. |
| 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 505 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Prismatic Aspect | 1.50 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Wild-gift / Dragon's Breath | 1.50 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Ice Wyrm | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom Wyrm | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Acid Wyrm | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand Wyrm | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm Wyrm | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire Wyrm | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Draconic Body | 1.50 |
| 1/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Draconic Combat | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Apex Predator | 1.50 |
| 1/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the lone alchemist from death by Xerylelaith the forest troll. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lost warrior from death by Xunne the large brown snake. Escort: lost warrior (level 1 of Old Forest) | failed |
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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 285. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 faerlhing fang. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' 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 pouch of bone giant dust. * You've found the needed ice wyrm tooth. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed vial of squid ink. * '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.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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 black mamba head. | 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 | Grinadil the Shadesmasher (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% temporal Res.pen +15% temporal On Hit (Melee): * 10% chance to reduce damage dealt by 31% ----- def ----- Armour +1 Resists +9% darkness Silence- +20% Confus- +23% Stun/Frz- +22% A pair of boots made of leather. |
| Light source | brass lantern 'Blacktyphoon'2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Acc +15 (+5 eff.) Apr +1 Melee Ret 12 fire ----- def ----- Resists +3% darkness +9% fire Die.at -60.00 life ---------- 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. |
| On head | Blizzardsaw the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Dex +4 Cun +2 Con dps ---------- Melee Ret 4 mind ----- def ----- Armour +4 Fatigue +4% Resists +17% mind +9% cold Mind.save +12 (+4 eff.) Confus- +32% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Belaromidar the Shadewill (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Phys.crit +8.0% Spell.crit +15% Mind.crit +9% Crit.mult +10.00% Spell.pwr +7 (+3 eff.) Melee+ 5 lightning Dmg.mod +5% lightning +3% darkness ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning +9% fire +6% blight Cut- +10% ---------- misc Mana/turn +0.21 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. |
| Tool | iron pickaxe 'Porivena' (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +7 Str +1 Mag +3 Cun dps ---------- Apr +6 ----- def ----- Resists +6% acid ---------- misc See.Invis +3 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | sneakthief's gold ring of perseverance0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +9 (+3 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +30% Rings make your fingers look great! |
| On fingers | wizard's gold ring of clarity0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+4 eff.) Mind.save +7 (+2 eff.) Confus- +26% Rings make your fingers look great! |
| Around waist | Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+3 eff.) ----- def ----- Talent.cat+ +0.20 Wild-gift Mind.save +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In main hand | hateful voratun battleaxe of massacre (181% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego] Master/Psionic Power 181% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +13 darkness Against +7% Living Massive two-handed battleaxes. |
| Socketed Gems | 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. |
| Main armor | impenetrable dwarven-steel plate armour of the dragon (0 def, 16 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +5% acid +8% physical +7% fire +7% lightning +8% cold Disarm- +26% Stun/Frz- +20% Knockbk- +20% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
| Cloak | Glaciernaught (22 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Acc +47 (+13 eff.) ----- def ----- Defense +22 (+11 eff.) Fatigue -6% Resists +12% cold Max.HP +75.00 ---------- misc Max.stam +18.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Vorovea the Filthsorrow0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Phys.spd +10% Dmg.mod +7% physical Res.pen +10% nature ----- def ----- Resists +15% lightning +5% arcane +6% nature +12% acid Phys.save +10 (+4 eff.) Max.HP +45.00 HP.reg +6.00 Stun/Frz- +29% Amulets make your neck look great! |
Inventory
healing infusion (heal 80; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 80 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion (heal 64; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 64 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -611; dur 6; cd 33)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd 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 6 turns. While Heroism is active, you will only die when reaching -611 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1289 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
ethereal rune (power 16; resist 21%; move 50%; dur 5; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 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 21% all resistance, you move 50% faster, and you are invisible (power 16). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Aerawen the steel amulet =8dex=0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex +12 Cun +10 Con dps ---------- Mov.spd +20% Dmg.mod +9% arcane Res.pen +5% arcane ----- def ----- Fatigue -9% HP.reg +3.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
Arylrawyn the Lustreveil0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical Res.pen +5% cold Apr +3 Melee Ret 2 light ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
Eilinodatha the Icepulverizer0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +3 Str +5 Wil +6 Cun +6 Con dps ---------- Res.pen +15% cold ---------- misc Masteries +0.22 Wild-gift/Storm Wyrm +0.22 Wild-gift/Prismatic Aspect Amulets make your neck look great! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+6 eff.) Spell.save +15 (+6 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
warmaker's copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +4 Str +4 Dex +5 Wil Amulets make your neck look great! |
Belamina the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Wil +2 Con dps ---------- Mind.crit +2% Mind.pwr +5 (+1 eff.) Res.pen +5% acid ----- def ----- Resists +3% mind Phys.save +4 (+2 eff.) Rings make your fingers look great! |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +3.00 Stun/Frz- +20% Rings make your fingers look great! |
mule's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Blind- +22% ---------- misc Max.enc +23 Infravis +3 See.Stealth +7 See.Invis +5 Rings make your fingers look great! |
Drake's Bane (156% power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 156% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+4 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Morbusransom the dwarven-steel battleaxe (141% power, 2 apr) =5dex=3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Master Power 142% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 acid +13 temporal +8 nature While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Dmg.mod +6% acid +3% nature Res.pen +12% physical Acc +33 (+10 eff.) Apr +13 Melee Ret 4 acid ----- def ----- Resists +13% temporal Massive two-handed battleaxes. |
Turerion the Duathelmire (118% power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Nature Power 119% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +16 nature On Hit.r1 +20 nature On Hit: * 20% chance to slow global speed by 67% While equipped: dps ---------- Dmg.mod +24% acid +6% darkness On Hit (Melee): * 20% chance to reduce armor by 22% * 20% chance to reduce damage dealt by 31% ----- def ----- Resists +6% darkness Massive two-handed battleaxes. |
balanced iron battleaxe of massacre (125% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Master Power 125% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +28% Massive two-handed battleaxes. |
Shantiz the Stormblade (111% power, 20 apr) =20dex=1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 40% Wil, 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Cun Dmg Physical 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 (+8 eff.) Phys.save +15 (+6 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. |
plaguebringer's steel dagger of phasing (109% power, 13 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane Power 109% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +13 Crit +5.0% Atk.spd 100% Phasing +14% Melee+ +9 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 12 While equipped: ----- def ----- Disease- +16% Sharp, short and deadly. |
quick dwarven-steel greatmaul of shearing (155% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego++] Master Power 155% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Res.pen +12% all Acc +26 (+8 eff.) Apr +10 Massive two-handed mauls. |
stralite greatmaul 'Shockgrinder' (177% power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Master Power 178% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +16 lightning On Hit.r1 +12 lightning +8 blight On Hit: 20% Curse of Death 4 While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Dmg.mod +12% blight Acc +13 (+4 eff.) Massive two-handed mauls. |
caustic hardened leather sling of cunning (+4)4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Nature/Master Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +17 acid +8 nature While equipped: Stats +4 Cun dps ---------- Res.pen +10% acid +7% physical +11% nature Apr +6 Slings are used to hurl stones or metal shots at your foes. |
ethereal yew magestaff of might (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag, 40% Wil 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 +9% Spell.pwr +14 (+7 eff.) Dmg.mod +20% lightning Phasing +11% ----- def ----- Defense +15 (+8 eff.) Shield.pwr +5% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Erukalthohad the steel waraxe (108% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Psionic Power 108% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 physical On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Phys.crit +5.0% Acc +20 (+7 eff.) Apr +4 ----- def ----- Armour +4 Phys.save +6 (+3 eff.) ---------- misc Max.stam +20.00 One-handed war axes. |
Coalsage the hardened leather belt =6dex=1.0 T3 belt armor [Rare] Disrupt While equipped: Stats +6 Str +6 Dex dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 31% ----- def ----- Resists +8% acid +8% blight ---------- misc Infravis +1 A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Emelawe the linen cloak (7 def, 0 armour) =1dex=2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +1 Con dps ---------- Phys.pwr +20 (+6 eff.) Mind.pwr +15 (+3 eff.) Res.pen +5% physical Apr +1 ----- def ----- Defense +7 (+4 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flashtaint (1 def, 0 armour) =stun20=2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Resists +5% arcane Phys.save +9 (+4 eff.) Pinning- +20% Stun/Frz- +20% Knockbk- +10% ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xeresena the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +8 Str +4 Dex +2 Wil +7 Con ----- def ----- Resists +13% darkness +13% mind +9% all Phys.save +13 (+5 eff.) Spell.save +14 (+6 eff.) Mind.save +26 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% lightning +8% darkness +7% light +8% blight +7% fire +7% cold +9% all Phys.save +12 (+5 eff.) Spell.save +26 (+10 eff.) Mind.save +13 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe of blight (+11%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight +11% darkness +12% mind +9% all Phys.save +12 (+5 eff.) Spell.save +11 (+5 eff.) Mind.save +26 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots 'Bregodrahad' (0 def, 3 armour) =5dex=2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Lck +5 Dex dps ---------- Res.pen +10% mind ----- def ----- Armour +3 Resists +9% fire +6% nature +3% physical Stealth +8 Confus- +10% A pair of boots made of leather. |
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. |
heroic rough leather gloves (0 def, 5 armour)1.0 T1 hands armor [Ego+] Master While equipped: ----- def ----- Armour +5 Mind.save +6 (+2 eff.) Max.HP +44.00 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. |
radiant dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) =3dex=1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 light Dmg.mod +5% light Acc +14 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +8% light 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. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.2 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 63.35 to 190.05 lightning damage (126.70 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Freezebrace (0 def, 3 armour) =waterbreathing=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Cun dps ---------- On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Armour +3 Fatigue +5% Resists +10% cold ---------- misc Infravis +2 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glorimivea (0 def, 5 armour) =5dex=2.0 T3 head armor [Rare] Master While equipped: Stats +2 Cun +5 Dex dps ---------- Crit.mult +20.00% Res.pen +15% mind Apr +2 ----- def ----- Armour +5 Fatigue +3% Resists +15% darkness ---------- misc Max.stam +20.00 Infravis +2 A cap made of leather. |
Prismpierce the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +3% light +11% physical Res.pen +15% arcane ----- def ----- Defense +1 (+1 eff.) Resists +3% light +11% physical Spell.save +3 (+1 eff.) A pointy cloth hat, very wizardly... |
troll-hide hardened leather armour of delving (9 def, 6 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +6 Str ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +12% darkness +8% physical Max.HP +47.00 HP.reg +7.20 Heal.mod +11% ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
flaming stralite shield of crushing (0 def, 8 armour, 161% power, 148 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 162% Range: 1.2x Uses 40% Wil, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +148 On Hit.r1 +13 fire On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +10 (+3 eff.) Melee+ 7 fire Melee Ret 13 fire ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
4 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. |
171 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. |
3 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. |
2 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of the Iron Throne (dig speed 19 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Max.HP +20.00 ---------- misc Max.stam +17.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Delidil2.0 T1 lite [Rare] Master While equipped: ----- def ----- Defense +10 (+5 eff.) Resists +3% light +6% temporal Mind.save +3 (+1 eff.) Max.HP +20.00 HP.reg +4.00 ---------- 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. |
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.(135 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron torque of psionic shield [power 23] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield 'Frosttyphoon' [power 25] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +3% acid +1% physical +9% mind +3% cold Max.HP +40.00 Def/telep +10 Res/telep +10% Dur/telep +10% Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Belyhek the elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% physical Apr +1 ---------- misc Light +3 See.Invis +3 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 100] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 100 Armor: 1 All Resist: 1 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging 'Runorath' [power 248] (15 cooldown) =2dex=2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% physical Res.pen +5% physical ----- def ----- Defense +15 (+8 eff.) Sting an enemy dealing 263 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
9 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. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
3 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. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Tines the Thalore Wyrmic level 31
38th Regrowth 123rd year of Ascendancy at 09:32 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Tines the Thalore Wyrmic level 27
50th Haze 122nd year of Ascendancy at 02:35 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Tines the Thalore Wyrmic level 10
8th Mirth 122nd year of Ascendancy at 19:57 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Tines the Thalore Wyrmic level 25
44th Haze 122nd year of Ascendancy at 17:31 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Tines the Thalore Wyrmic level 26
48th Haze 122nd year of Ascendancy at 15:28 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Tines the Thalore Wyrmic level 27
50th Haze 122nd year of Ascendancy at 02:59 see stats
Huge Appetite (Insane (Roguelike) difficulty)
Ate 20 bosses.By Tines the Thalore Wyrmic level 29
56th Haze 122nd year of Ascendancy at 14:58 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Tines the Thalore Wyrmic level 10
3rd Mirth 122nd year of Ascendancy at 00:09 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Tines the Thalore Wyrmic level 20
3rd Haze 122nd year of Ascendancy at 18:01 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Tines the Thalore Wyrmic level 30
59th Haze 122nd year of Ascendancy at 14:50 see stats
Myths of an age past (Insane (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Tines the Thalore Wyrmic level 27
50th Haze 122nd year of Ascendancy at 02:35 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Tines the Thalore Wyrmic level 14
44th Dusk 122nd year of Ascendancy at 16:19 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Tines the Thalore Wyrmic level 10
3rd Mirth 122nd year of Ascendancy at 00:16 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Tines the Thalore Wyrmic level 27
50th Haze 122nd year of Ascendancy at 02:35 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Tines the Thalore Wyrmic level 30
24th Regrowth 123rd year of Ascendancy at 23:02 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Tines the Thalore Wyrmic level 10
18th Dusk 122nd year of Ascendancy at 15:00 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Tines the Thalore Wyrmic level 29
59th Haze 122nd year of Ascendancy at 13:08 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Tines the Thalore Wyrmic level 30
23rd Regrowth 123rd year of Ascendancy at 23:26 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Tines the Thalore Wyrmic level 23
15th Haze 122nd year of Ascendancy at 03:27 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Tines the Thalore Wyrmic level 17
48th Dusk 122nd year of Ascendancy at 18:22 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Tines the Thalore Wyrmic level 29
57th Haze 122nd year of Ascendancy at 16:46 see stats
Log
Something hits Iceblock for 62 light, 49 darkness (110 total damage).
Velayarethra the shadowblade is free from the ice.
Tines uses Claw Sweep.
Velayarethra the shadowblade deactivates Second Life.
Velayarethra the shadowblade has been healed by a blast of positive energy!
Treant resists the static field!
Bandit is caught in the static field!
Bandit is weakened by the darkness!
Tines gains 0% of a turn from Ancestral Life.
Tines HEALS from acid damage!
Velayarethra the shadowblade receives 811 healing.
Melee retaliation hits Tines for 4 acid, 2 healing, 4 fire (8 total damage) [2 healing].
Tines hits Velayarethra the shadowblade for 0 physical, 6 darkness, 3 lightning (9 total damage).
Tines hits Bandit for 144 STATIC, 269 physical, 8 darkness, 4 lightning (424 total damage).
Tines hits Treant for 195 physical, 8 darkness, 2 lightning (205 total damage).
Bandit uses Infusion: Healing.
Bandit receives 159 healing from Infusion: Healing.
Something hits Tines for 76 fire damage.
Talent Elemental Spray is ready to use.
Tines HEALS from nature damage!
Deadly Poison from Aerann the thief hits Tines for 29 nature, 11 healing (29 total damage) [11 healing].
Something hits Tines for 31 fire, 171 darkness (202 total damage).
Tines gains 0% of a turn from Ancestral Life.
Aerann the thief's Shoot hits Tines for 216 physical, 0 arcane (216 total damage).
Your summoned treant disappears.
Bandit's aura of power vanishes.
Velayarethra the shadowblade hits Tines for 282 darkness damage.
Melee retaliation hits Velayarethra the shadowblade for 8 fire, 3 mind, 21 cold (32 total damage).
Tines the level 32 thalore wyrmic was shadowed to death by Velayarethra the shadowblade on level 1 of Damp Cave.




































































































