Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Class: Speedrunner 1.7.4Adds a speedrunner warrior subclass to the game. Bear Race 1.7.6Mod that allows you to play as an adventurer who somehow ended up with humanlike intelligence, but the body of a bear. Bears are an unusual adventurer species. They are unable to use most equipment (hat, lite, amulet, cape and tool only), but are very strong, fast and tough and have a rather powerful racial talent tree. Racial talents VampireLord 1.5.3VampireLord class Walk the path of a true vampire lord ! Feast upon your prey, thus increasing your blood pool, drag their corps in you shadow, later you can extract blood from those, event get stats and talent points from them. feedback and comment are welcomed on the relater forum thread changelog v a3.0: (we hunger update) + missing updates
-manipulation implemented (a rip-off form the gloom talent tree with a necrotic aura twist
-added talent tree spell/animous
-added talent tree cursed/fear
-shadowrift implemented (a rip-off from shadowwraith tree at the expanse of blood)
-adding of hunger ... every x turn a percentage of your blood will be conssumed to sustain you hunger
-tweaked other things
v a2.6:
-fixed onTakeHit superload (thanks to StarKeep)
v a2.5:
-re-ajusted "sadism" talents cost
v a2.4:
-fixed exangation dialogue box resolve
v a2.3:
-preUseTalent and postUseTalent should work well now!
v a2.2:
-fix of misstyping (preUseTalent)
v a2.1:
-fixed talents requirement and order for "sadism" talent tree.
v a2.0:
-talent tree "sadism" unleached !!!
v a0.3:
-prevented summons to be added to corpse pool (need to be tested)
v a0.2:
-spellcheck
v a0.1:
-the backbone are stuffed
implemented: blood pool: a resource that add to life, as long as you have blood in your blood pool damage dealt to you will apply on your blood pool instead of your life. sanguinism talent tree - Feast: - Empowerment: - Exsanguation: - Blood Bound: x decrease with talent level while percentage increase. sadism talent tree: -tribute: pay a percentage of your max health to inflict to the target damage based on his max health. -stupeffy: pay a percentage of your max health to cause an aoe that hav a chance to inflict fear to all creature in it plus minorely damaging them. -blood river: pay a percentage of your max blood to cause a large blight aoe that heal you of a percentage of the damage inflicted with it. -pike jungle: pay a percentage of your max health to cause a small pinnig aoe that deal medium phisical damage =No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Bastion 1.5.10A complete rework for Bulwark. Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Celestial Evolution and Buff Pack 1.7.4Evolutions for Celestials, as well as buffs for their talents. Anorithil: Adds Blessed by the Light Evolution
- Gain access to Energies, Radiance, and Sun talent groups
- Celestial/Light, Suncloak talents become instant (Even though they do not display that way.)
Avatar of a Distant Sun: (base game Sun Paladin Evolution) - Adds innate Light and Physical penetration.
- Celestial/Light, Suncloak talents are instant. (Even though they do not display that way.)
Sun Paladin: Righteous Strength now gives +1 size category at level 5. Fallen: - Your attacks bypass bleed resists.
- Brutalize now hits around the user, and inflicts stun and confusion.
- Increase damage of Darkside and Dark Sun talents.
- Devourer Stance is now instant.
- Splatter Sigils also restores hate.
THANK YOU: This is a fork of Aeternis' original mod! Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Archreaver 1.2.3Adds a new class-the Archreaver-that is a combination of Archmage and Reaver. The archreaver has 4 unique talent trees as well as a couple vanilla talent trees. More info at the forum thread. 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. Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
Much More Adventurous 1.7.0Gives adventurers every talent tree in the game. This includes things like object talents, talents from summons (golem, mecharachnid, etc), npc only talents (horrors, soul eater, etc), talents mostly removed from the game (old paradox mage and archer talents, etc), partially implemented talents (like the unavailable celestial class), and hidden talents not normally available on their own (individual poisons, traps, hymns, etc). Many of these are very unbalanced, and while I have removed every buggy talent I could find, combining talents that aren't normally available together on the player may cause a bad reaction. If you find something like this please let me know, I'm doing my best to modify every talent that needs it to work properly on the player. Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. 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.
Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Werebeast Class 1.0.5Add a Werebeast class to the Wilder metaclass. Cursed by Nature to become an avenger against all who harm her. Its a bit Cursed, a bit Wyrmic and a bit Rogue. Contains 6 mostly unique Wild-Curse talent categories. Forum link: http://forums.te4.org/viewtopic.php?f=50&t=35100&start=0 Hulk! 1.4.8 Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Nekarcos's Quality of Life 07: Visible Size Categories 1.5.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Monk 1.1.5Monk for versions b42 and above. Swordsmaster Class 1.7.2Adds 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 Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Nyles GOD Mode 1.5.5Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside): - When activated, start a New Game.
- You will find under game options > gameplay, a new setting that lets you toggle godmode on or off.
- You can change this setting any time at any place in the game.
Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: 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 Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.7.6Donators/Buyers bonus! Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. 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. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 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. 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: Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file Will conflict with \"Extra Dungeons\" and \"GodMode Merchant\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. ANC GOD Mode light 1.5.5In-game menu option to toggle a GODMODE cheat that gives the player invincibility. Version with HP God Mode only. All credits to Nyles, https://te4.org/games/addons/tome/nyles-godmode White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. 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 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. No Talent Caps 1.7.6Removes talent level caps. This is balanced to just allow to go beyond level 5 without Infinite Dungeon shenanigans, it doesn't give any advantages or points' Weight: 293587 |
| Campaign | Infinite |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Bear |
| Class | Brawler |
| Level / Exp | 47 / 33% |
| Size | gargantuan |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 441 (base 60) |
| Dexterity | 84 (base 60) |
| Constitution | 404 (base 60) |
| Magic | 74 (base 60) |
| Willpower | 65 (base 60) |
| Cunning | 149 (base 60) |
Resources
| Life | 122050/122050 |
| Stamina | 1016/1016 |
| Healing Factor | 2.0983402609413 |
| Regeneration | 21263.862424345 |
Speed
| Mental | +210.13494872175% |
| Attack | +200% |
| Movement | +374.13494872175% |
| Spell | +200% |
| Global | +330% |
Vision
| Sight | 10.000000000001 |
| Lite | 16.188928210453 |
| Infravision | 26 |
| See Stealth | 199.35899705379 |
| See Invisible | 211.52093551992 |
Offense: Barehand
| Damage | 529 |
| Accuracy | 115 |
| Crit Chance | 64% |
| APR | 238 |
| Speed | 0.26 |
Offense: Spell
| Spellpower | 103 |
| Crit Chance | 63% |
| Speed | 0.33333333333333 |
| Cooldown Reduction | 89.7 |
Offense: Mind
| Mindpower | 148 |
| Crit Chance | 56% |
| Speed | 0.33333333333333 |
Offense: Damage Bonus
| Acid | +92% |
| Blight | +92% |
| Arcane | +92% |
| Cold | +92% |
| All | 0% |
| Physical | +89% |
| Lightning | +92% |
| Light | +101% |
| Temporal | +92% |
| Mind | +111% |
| Darkness | +102% |
| Fire | +92% |
| Nature | +109% |
Offense: Damage Penetration
| Acid | +212% |
| Blight | +212% |
| Arcane | +212% |
| Cold | +212% |
| All | +120% |
| Physical | +212% |
| Lightning | +212% |
| Light | +212% |
| Temporal | +212% |
| Mind | +212% |
| Darkness | +212% |
| Fire | +212% |
| Nature | +212% |
Defense: Base
| Armour (hardiness) | 652.31898752482 (100%) |
| Defense | 184 |
| Ranged Defense | 182 |
| Fatigue | 0 |
| Physical Save | 236 |
| Spell Save | 229 |
| Mental Save | 217 |
Defense: Resistances
| Acid | +100%(100%) |
| Blight | +100%(100%) |
| Arcane | +100%(100%) |
| Cold | +100%(100%) |
| All | +100%(100%) |
| Physical | +100%(100%) |
| Lightning | +100%(100%) |
| Light | +100%(100%) |
| Temporal | +100%(100%) |
| Mind | +100%(100%) |
| Darkness | +100%(100%) |
| Fire | +100%(100%) |
| Nature | +100%(100%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 23% |
| Poison Resistance | 0% |
| Confusion Resistance | 16% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: -1 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: -2 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: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: -2 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
| Cunning / Tactical | 1.50 |
| 46 |
| 42 |
| 1 |
| 34 |
| Technique / Finishing moves | 1.30 |
| 1 |
| 0 |
| 0 |
| 0 |
| Technique / Pugilism | 1.30 |
| 1 |
| 0 |
| 0 |
| 0 |
| Technique / Combat veteran | 1.20 |
| 46 |
| 42 |
| 38 |
| 34 |
| Cunning / Dirty fighting | 1.00 |
| 1 |
| 42 |
| 0 |
| 0 |
| Technique / Combat techniques | 1.50 |
| 1 |
| 42 |
| 0 |
| 0 |
Generic Talents
| Cunning / Survival | 1.20 |
| 46 |
| 42 |
| 1 |
| 34 |
| Technique / Unarmed training | 1.50 |
| 21 |
| 42 |
| 38 |
| 34 |
| Technique / Combat training | 2.60 |
| 41 |
| 20 |
| 7 |
| 12 |
| 3 |
| 0 |
| 0 |
| Race / Bear | 1.20 |
| 12 |
| 38 |
| 30 |
| 22 |
| Technique / Conditioning | 1.50 |
| 46 |
| 42 |
| 0 |
| 0 |
| Technique / Mobility | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
| Cunning / Scoundrel | 1.10 |
| 46 |
| 42 |
| 38 |
| 34 |
Effects
| talent | Precise Strikes |
| talent | Exploit Weakness |
| detrimental effect | Zone-wide effect: +10% nature damage, -10% nature resistance, -10% ranged defense, -20% poison immunity. Slimy floor |
| beneficial effect | Countering melee attacks: Has a 100% chance to get an automatic counter attack when avoiding a melee attack. (2.6 counters remaining) Counter Attacking |
Quests
Proceed directly to the next Infinite Dungeon level in less than 161 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 13): Rush Hour (161)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 20): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 22): Pacifist | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 23): MultiplicityTurns left: 2 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 25): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 203 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 27): Rush Hour (203)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 4): ExterminatorYou completed the challenge and received: Random Artifact: Koryrach (0 def, 3 armour) | done |
Wake up and kill the dreaming horror boss 'Eilinawen the dreaming horror'. Infinite Dungeon Challenge (Level 40): Dream HunterYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 42): Pacifist | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 43): MultiplicityTurns left: 28 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 5): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: Random Artifact: Serpentjustice of shielding [power 122] (10 cooldown) | done |
Proceed directly to the next Infinite Dungeon level in less than 113 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 8): Rush Hour (113)Turns left: -1 | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| Tool | Yvylaith the iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +3 Str +5 Mag +3 Con dps ---------- Dmg.mod +7% nature ----- def ----- Resists +12% nature Crit.chn- 5.07% ---------- misc Light +3 See.Invis +12 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| Around neck | Isyda the Shadowstrider0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +11 Dex +11 Cun +11 Con dps ---------- Phys.pwr +9 (+0 eff.) Mov.spd +10% Phys.spd +10% Dmg.mod +10% darkness +7% physical ----- def ----- Fatigue -8% Resists +9% physical +10% mind +10% cold Spell.save +6 (+1 eff.) HP.reg +3.04 ---------- misc Stam/turn +1.72 Amulets make your neck look great! |
| Light source | watchleader's alchemist's lamp of the sun1.0 T3 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +9% light ----- def ----- Resists +7% darkness Affinity +5% light Blind- +23% Confus- +16% ---------- misc Light +9 See.Stealth +10 See.Invis +10 Track: Puts all charms on 6 cooldown Level 7.8 Pwr.cost 6 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 48 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Saliriabeth the drakeskin leather cap (6 def, 12 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +21 Str +3 Mag +2 Cun +8 Con ----- def ----- Armour +12 Defense +6 (+0 eff.) Fatigue +5% Resists +7% all Crit.chn- 15.20% Phys.save +23 (+2 eff.) Mind.save +11 (+1 eff.) ---------- misc Light +2 Battle Cry: Puts all charms on 5 cooldown Level 3.5 Pwr.cost 5 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| Cloak | elven-silk cloak 'Aluromihir' (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +6 Dex +6 Mag +5 Wil +7 Con dps ---------- Phys.crit +4.1% Spell.crit +7% Phys.pwr +5 (+0 eff.) Mind.pwr +15 (+2 eff.) Dmg.mod +19% mind ----- def ----- Defense +3 (+0 eff.) Fatigue -5% Spell.save +5 (+1 eff.) Mind.save +6 (+0 eff.) ---------- misc Stam/turn +1.32 Psi/ret +0.08 Masteries +1.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Potion of Martial Prowess0.4 potion [Unique] Master Quaff the elixir. This potent elixir can give insights into martial combat to those unlucky enough to ignore the basics. |
acid wave rune (damage 267; dur 4; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown -0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 266.88 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect 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. |
Duskrebel0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +9 Cun dps ---------- On Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 40 ----- def ----- Resists +10% darkness ---------- misc See.Invis +3 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 (+1 eff.) Spell.save +15 (+2 eff.) Mind.save -7 (-1 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. |
starlit steel amulet of vision0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +13% light +12% darkness Blind- +30% ---------- misc Infravis +2 Sight +2 See.Invis +5 Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 6 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (203). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
gold amulet 'Snowwreath'0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +5 Dex +4 Mag +5 Cun dps ---------- Res.pen +26% cold ---------- misc Infravis +3 Amulets make your neck look great! |
Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +11 Str +7 Con ----- def ----- Phys.save +18 (+1 eff.) Mind.save +18 (+1 eff.) Die.at -1.35 life Pinning- +101% ---------- misc Masteries +1.10 Technique/Berserker's strength +1.10 Technique/Bloodthirst +1.10 Technique/Warcries +1.10 Technique/Two-handed assault Shattering Shout: Level 5.5 Pwr.cost 2 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 1749.45 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Skyraider the voratun amulet0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +15% cold +12% mind Res.pen +25% lightning Melee Ret 10 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 63 ----- def ----- Resists +24% cold +10% temporal Pinning- +32% Knockbk- +34% Amulets make your neck look great! |
savior's voratun ring of misery0.1 T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +9 Cun dps ---------- Melee+ 19 physical Ranged+ 22 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 63 On Hit (Ranged): * 17% chance to reduce all saves and defense by 63 ----- def ----- Phys.save +10 (+1 eff.) Spell.save +12 (+1 eff.) Mind.save +12 (+1 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 3 cooldown Level 3.5 Pwr.cost 3 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
magelord's elm starstaff of might (10-12 power, 2 apr, temporal element)5.0 T1 staff 2H weapon [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +7% Spell.pwr +9 (+1 eff.) Melee+ 18 arcane Dmg.mod +10% temporal ---------- misc Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal ash starstaff of protection (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +22.00% Spell.pwr +9 (+1 eff.) Melee+ 15 fire Dmg.mod +15% temporal ----- def ----- Resists +8% temporal ---------- misc See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Armenaridur the Nimbusswift (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+1 eff.) Dmg.mod +15% lightning +20% arcane +6% nature Res.pen +10% lightning ----- def ----- Defense +7 (+0 eff.) Resists +18% darkness ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 1 cooldown Level 3.5 Pwr.cost 1 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 453.94 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. |
infernal yew magestaff of breaching (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +20.00% Spell.pwr +15 (+2 eff.) Melee+ 21 fire Dmg.mod +20% fire Res.pen +10% fire ---------- misc See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood magestaff of protection (31-37 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 31.0 - 37.2 Physical Uses 130% Mag, 40% Wil Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +15 (+2 eff.) Dmg.mod +31% lightning ----- def ----- Resists +16% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blighted dragonbone starstaff of protection (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+4 eff.) Dmg.mod +30% darkness ----- def ----- Resists +15% darkness ---------- misc Vim/s.crit +4.00 Max.vim +19.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
bloodlich's dragonbone vilestaff (30-36 power, 6 apr, acid element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +9 Mag +2 Cun +6 Con dps ---------- Spell.crit +5% Crit.mult +15.00% Spell.pwr +15 (+2 eff.) Dmg.mod +30% acid ---------- misc N.En/turn +0.20 Vim/s.crit +5.00 Max.vim +40.00 Max.N.En +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff of invocation (30-36 power, 6 apr, physical element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +23 (+4 eff.) S.pwr/crit +7 Dmg.mod +30% physical ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 166.64 to 199.97 physical damage Puts all charms on 2 cooldown Staves designed for wielders of magic, by the greats of the art. |
earthen dragonbone starstaff of warding (30-36 power, 6 apr, physical element)5.0 T5 staff 2H weapon [Ego] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +30% physical ----- def ----- Armour +13 Hardiness +7% Defense +6 (+0 eff.) Phys.save +6 (+0 eff.) ---------- misc Wards +2 physical Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone starstaff of greater warding (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +30% darkness ----- def ----- Armour +9 Defense +8 (+0 eff.) ---------- misc Mana/turn +0.21 Max.mana +70.00 Wards +3 darkness Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
voratun greatmaul of evisceration (67-100 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego+] Master Power 67.0 - 100.5 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 641 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +17.0% Phys.pwr +17 (+1 eff.) Massive two-handed mauls. |
flaming dwarven-steel greatsword of amnesia (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane/Psionic Power 36.5 - 58.4 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +12 fire On Hit: * 50% chance to put 1 talent on cooldown for 9 turns (checks Confusion immunity) Massive two-handed swords. |
flaming voratun greatsword of crippling (64-102 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Arcane/Master Power 64.0 - 102.4 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +13 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +14.0% Massive two-handed swords. |
chilling iron longsword of massacre (18-26 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 18.5 - 25.9 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +9 cold Sharp, long, and deadly. |
voratun longsword of evisceration (41-57 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Master Power 41.0 - 57.4 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 641 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +10 (+0 eff.) Sharp, long, and deadly. |
Dedication (31-43 power, 6 apr)3.0 T3 mace 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 40% Wil, 90% Str, 50% Mag 20% Cun Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Atk.spd 100% On Crit.r2 +50 manaburn arcane While equipped: ----- def ----- Resists +15% arcane +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
plaguebringer's voratun mace (46-64 power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Arcane Power 46.0 - 64.4 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 5 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 40 While equipped: ----- def ----- Disease- +25% Blunt and deadly. |
voratun mace 'Crackledredge' (46-64 power, 6 apr)3.0 T5 mace 1H weapon [Rare] Master Power 45.5 - 63.7 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 641 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +11 (+1 eff.) Dmg.mod +9% lightning Res.pen +25% acid Apr +8 Melee Ret 8 lightning ----- def ----- Resists +9% acid Phys.save +9 (+0 eff.) Die.at -80.00 life Blunt and deadly. |
voratun mace of rage (45-63 power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Master Power 45.0 - 63.0 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Dmg.mod +10% physical Acc +13 (+2 eff.) Blunt and deadly. |
Lightning Rod (35-49 power, 5 apr) Lightning Rod (35-49 power, 5 apr)3.0 T4 sceptre 1H weapon [Unique] Arcane/Master Power 35.0 - 49.0 Physical Uses 40% Wil, 100% Mag, 50% Con Mastery Weapons Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +2.0% Atk.spd 100% Dmg.conv 50% dazing lightning On Hit: 10% Chain Lightning 4 On Hit: 10% Nova 4 While equipped: dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +25% lightning ----- def ----- Resists +25% lightning Expertly crafted to channel lightning through its core, but has no control of where it goes next. |
quick voratun sceptre of blight (42-59 power, 6 apr) quick voratun sceptre of blight (42-59 power, 6 apr)3.0 T5 sceptre 1H weapon [Ego+] Arcane/Master Power 42.5 - 59.5 Physical Uses 40% Wil, 100% Mag, 50% Con Mastery Weapons Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +3.0% Atk.spd 111% On Hit.r1 +30 blight While equipped: Stats +4 Dex dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +13% blight Acc +13 (+2 eff.) Blunt and deadly. |
Fogbraid (53-74 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 53.0 - 74.2 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 darkness On Hit.r1 +20 darkness +14 fire On Crit.r2 +16 darkness While equipped: dps ---------- Res.pen +13% physical Acc +21 (+3 eff.) Apr +15 Melee Ret 4 darkness One-handed war axes. |
arcing voratun waraxe of paradox (39-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego] Arcane Power 39.0 - 54.6 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 153 damage While equipped: ----- def ----- Resists +13% temporal One-handed war axes. |
Gonn (36-47 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Master Power 36.5 - 47.5 Physical Uses 40% Wil, 50% Str, 50% Mag 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Phasing +30% On Hit: * 20% chance to reduce strength, dexterity, and constitution by 40 While equipped: Stats +3 Str dps ---------- Spell.crit +2% Crit.mult +10.00% Dmg.mod +6% blight +9% physical +15% arcane Res.pen +25% blight +15% arcane Acc +18 (+3 eff.) Sharp, short and deadly. |
Life Drinker (42-55 power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 40% Wil, 105% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+2 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 3.5 Pwr.cost 6 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 54.03 acid and 54.03 blight damage. If not cleared after five turns it will inflict 306.78 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
arcing voratun dagger of phasing (38-49 power, 24 apr)1.0 T5 dagger 1H weapon [Ego] Arcane Power 38.0 - 49.4 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Str Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +10.0% Atk.spd 100% Phasing +15% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 153 damage Sharp, short and deadly. |
plaguebringer's voratun dagger of crippling (40-51 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Arcane/Master Power 39.5 - 51.4 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +14 blight On Hit: 20% Epidemic 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 40 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% ----- def ----- Disease- +25% Sharp, short and deadly. |
truestriking voratun dagger (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Master Power 37.5 - 48.8 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +14 (+2 eff.) Apr +10 Sharp, short and deadly. |
voratun dagger of evisceration (39-51 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Master Power 39.0 - 50.7 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Wound the target dealing 641 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +9 (+0 eff.) Sharp, short and deadly. |
warbringer's voratun dagger of torment (36-47 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Master/Psionic Power 36.5 - 47.5 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+0 eff.) Res.pen +10% physical ----- def ----- Disarm- +23% Sharp, short and deadly. |
hungering thorny mindstar of clarity (8-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 7.5 - 8.2 Mind Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) ----- def ----- Mind.save +5 (+0 eff.) ---------- misc Hate/kill +2.00 Psi/kill +3.00 Max.psi +21.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 520.75 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 3 cooldown 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. |
Blastwake the pulsing mindstar (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Rare] Nature Power 13.0 - 14.3 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +12 lightning On Crit.r2 +20 acid While equipped: dps ---------- Spell.crit +3% Mind.crit +4% Mind.pwr +13 (+2 eff.) Dmg.mod +18% arcane Res.pen +15% acid Melee Ret 10 blight ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- 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 living mindstar of balance (16-17 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 15.5 - 17.1 Mind Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 15 mind 10 darkness Dmg.mod +3% mind +6% darkness ----- def ----- Phys.save +6 (+0 eff.) Spell.save +5 (+1 eff.) Mind.save +5 (+0 eff.) ---------- misc Equi/ret +1.30 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 living mindstar of flames (16-17 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 15.5 - 17.1 Mind Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) All.spd +6% Melee+ 20 fire 5 mind 8 darkness Dmg.mod +18% fire +5% mind +6% darkness Res.pen +8% fire ----- def ----- Resists +8% fire ---------- 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. |
living mindstar 'Mayutha' (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 16.5 - 18.2 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit: * 10% chance to reduce all saves and defense by 63 While equipped: Stats +7 Cun dps ---------- Mind.crit +5% Crit.mult +25.00% Mind.pwr +21 (+3 eff.) Melee+ 15 cold Dmg.mod +20% cold Res.pen +13% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 40 ----- def ----- Armour +13 Resists +3% blight +17% cold +9% mind ---------- 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. |
resonating living mindstar of life (16-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 16.5 - 18.2 Mind Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +6% mind Res.pen +4% mind ----- def ----- Resists +4% mind Dmg.Resnn +14% Max.HP +26.00 HP.reg +1.30 ---------- misc Psi/ret +2.10 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. |
dragonbone longbow 'Treemire'4.0 T5 longbow 2H weapon Reqs Shoot [Rare] Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit.r1 +16 mind On Crit.r2 +20 nature +20 light While equipped: Stats +6 Str dps ---------- Phys.pwr +15 (+1 eff.) Dmg.mod +12% nature +24% mind Res.pen +15% light +15% nature Longbows are used to shoot arrows at your foes. |
mighty drakeskin leather sling of enduring4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Nature/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +1 Str +5 Wil +10 Con dps ---------- Phys.pwr +10 (+0 eff.) ----- def ----- Max.HP +95.00 Slings are used to hurl stones or metal shots at your foes. |
voratun steamgun of piercing4.0 T5 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +8% all Acc +13 (+2 eff.) Apr +6 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
elemental quiver of dragonbone arrows of grasping (20/20, 52-74 power, 18 apr)3.0 T5 arrow ammo [Ego++] Arcane/Nature Power 52.5 - 73.5 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 20 On Hit: * Create an explosion dealing 211 cold damage (1/turn) * 20% chance to create vines that bind the target to the ground dealing 460 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
barbed pouch of voratun shots of crippling (21/21, 60-72 power, 6 apr)3.0 T5 shot ammo [Ego++] Master Power 60.0 - 72.0 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +32.0% Capacity 21 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 641 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
barbed pouch of voratun shots of grasping (21/21, 64-77 power, 6 apr)3.0 T5 shot ammo [Ego++] Nature/Master Power 64.0 - 76.8 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +17.0% Capacity 21 On Hit: * 20% chance to create vines that bind the target to the ground dealing 460 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 641 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
living stralite shield (0 def, 8 armour, 142 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +8 Fatigue +8% Resists +14% nature +14% blight Max.HP +60.00 ---------- misc Talents +1 Block Handheld deflection devices. |
stralite shield 'Brandwrither' (0 def, 8 armour, 149 block)7.0 T4 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 8 acid Dmg.mod +21% lightning +18% fire Res.pen +25% fire Melee Ret 13 acid ----- def ----- Armour +8 Fatigue +8% Resists +27% fire ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling stralite shield of winter (0 def, 8 armour, 134.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +7 Wil dps ---------- On shield block: * Deals 394 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% Resists +18% physical +14% cold Shield.near.proj +14 Proj.slow +21% ---------- misc Talents +1 Block Handheld deflection devices. |
Cyrelevena (0 def, 16 armour, 209 block)7.0 T5 shield armor Reqs Shield usage training [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Mag dps ---------- Mind.pwr +25 (+4 eff.) ----- def ----- Armour +16 Fatigue +8% Resists +9% light Max.HP +200.00 Heal.mod +20% ---------- misc Wards +5 lightning +4 temporal +6 darkness +5 fire +5 nature +7 blight +6 cold +3 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
crackling voratun shield (0 def, 10 armour, 202 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex dps ---------- Melee Ret 22 lightning ----- def ----- Armour +10 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
living voratun shield of resistance (0 def, 10 armour, 194.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +9% acid +10% lightning +15% blight +6% cold +19% nature +10% fire Max.HP +65.00 ---------- misc Talents +1 Block Handheld deflection devices. |
ancient woollen robe of darkness (+24%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +7% temporal +16% darkness +11% physical Res.pen +8% temporal +8% physical ----- def ----- Resists +24% darkness +9% all Anom.red +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +22% physical +15% temporal +12% all Res.pen +9% temporal +10% physical ----- def ----- Resists +13% all Anom.red +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +20% acid +21% physical +22% fire +19% cold ----- def ----- Resists +17% acid +15% physical +14% fire +17% cold +15% all ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +10% blight +15% all Max.HP +67.00 HP.reg +3.10 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) ----- def ----- Resists +14% blight +15% all Mind.save +20 (+1 eff.) Max.HP +63.00 HP.reg +1.60 Heal.mod +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +12% blight +15% all Mind.save +27 (+2 eff.) Max.HP +45.00 HP.reg +2.40 Heal.mod +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven elven-silk robe of Angolwen (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +16 (+3 eff.) S.pwr/crit +5 ----- def ----- Resists +15% all Spell.save +23 (+2 eff.) Silence- +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's elven-silk robe of protection (3 def, 4 armour)2.0 T5 cloth armor [Ego+] Master/Psionic While equipped: Stats +6 Cun dps ---------- Crit.mult +15.00% ----- def ----- Armour +4 Defense +3 (+0 eff.) Resists +15% all Phys.save +23 (+2 eff.) ---------- misc Hate/m.crit +3.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Nature While equipped: Stats +8 Con dps ---------- Dmg.mod +22% acid +20% physical +14% cold +12% nature +14% fire ----- def ----- Resists +16% acid +11% physical +13% fire +16% cold +15% all Poison- +38% Disease- +35% ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
nimble cured leather armour (11 def, 4 armour)9.0 T2 light armor [Ego+] Master While equipped: Stats +5 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +4 Defense +11 (+1 eff.) Fatigue +7% A suit of armour made of leather. |
multi-hued reinforced leather armour of stability (12 def, 7 armour)9.0 T4 light armor [Ego+] Nature/Master While equipped: dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Armour +7 Defense +12 (+1 eff.) Fatigue +8% Resists +12% acid +18% physical +9% cold +11% lightning +11% fire Phys.save +17 (+1 eff.) A suit of armour made of leather. |
Emana the Morbusweeper (32 def, 16 armour)9.0 T5 light armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun +1 Str dps ---------- Dmg.mod +6% nature Apr +7 ----- def ----- Armour +16 Defense +32 (+3 eff.) Fatigue +8% Resists +16% arcane Phys.save +6 (+0 eff.) Spell.save +48 (+4 eff.) Mind.save +19 (+1 eff.) A suit of armour made of leather. |
Snowlady (20 def, 11 armour)9.0 T5 light armor [Random Unique] Arcane/Nature While equipped: dps ---------- Mind.crit +1% Mind.pwr +10 (+2 eff.) Melee+ 9 darkness Ranged+ 10 darkness Dmg.mod +9% cold ----- def ----- Armour +11 Defense +20 (+2 eff.) Fatigue +8% Resists +13% acid +25% temporal +18% darkness +9% cold +9% arcane Spell.save +21 (+2 eff.) Mind.save +15 (+1 eff.) Def/telep +24 Res/telep +30% Dur/telep +14% ---------- misc Psi/ret +0.04 Breathe water Blink to a nearby random location (rad 11) Puts all charms on 4 cooldown A suit of armour made of leather. |
drakeskin leather armour 'Elugavena' (31 def, 8 armour)9.0 T5 light armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +2 Cun +6 Mag dps ---------- Phys.crit +7.0% Apr +13 ----- def ----- Armour +8 Defense +31 (+3 eff.) Fatigue +8% Resists +15% nature +14% blight Crit.chn- 15.00% Max.HP +53.00 HP.reg +7.00 Heal.mod +19% ---------- misc Stam/turn +1.10 See.Invis +9 Second Wind: (Instant) Puts all charms on 6 cooldown Level 6.5 Pwr.cost 6 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 668 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
duelist's drakeskin leather armour of temporal resistance (27 def, 14 armour)9.0 T5 light armor [Ego+] Arcane/Master While equipped: Stats +6 Cun +6 Dex ----- def ----- Armour +14 Defense +27 (+2 eff.) Fatigue +8% Resists +21% temporal A suit of armour made of leather. |
marauder's drakeskin leather armour of cold resistance (26 def, 8 armour)9.0 T5 light armor [Ego+] Master While equipped: Stats +6 Str +8 Dex ----- def ----- Armour +8 Defense +26 (+2 eff.) Fatigue +8% Resists +22% cold Phys.save +12 (+1 eff.) A suit of armour made of leather. |
nimble drakeskin leather armour of natural resilience (26 def, 8 armour)9.0 T5 light armor [Ego++] Disrupt/Master While equipped: Stats +7 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +8 Defense +26 (+2 eff.) Fatigue +8% Resists +20% nature +14% blight D.Red.from +12% Unnatural A suit of armour made of leather. |
rejuvenating drakeskin leather armour of acid resistance (20 def, 8 armour)9.0 T5 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +20 (+2 eff.) Fatigue +8% Resists +21% acid HP.reg +6.50 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
Duathelsquall the voratun mail armour (5 def, 20 armour)14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Disrupt/Master/Psionic While equipped: Stats +7 Cun +6 Wil dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 50% ----- def ----- Armour +20 Defense +5 (+0 eff.) Fatigue +12% Resists +17% blight +26% fire +18% nature +3% mind Spell.save +3 (+1 eff.) Mind.save +22 (+2 eff.) Disease- +20% A suit of armour made of mail. |
cleansing voratun mail armour of Eyal (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +10 Defense +5 (+0 eff.) Fatigue +12% Resists +13% nature +15% blight Max.HP +37.00 HP.reg +6.00 Heal.mod +14% A suit of armour made of mail. |
fortifying voratun mail armour of stability (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +10 Defense +5 (+0 eff.) Fatigue +12% Resists +8% physical Phys.save +17 (+1 eff.) Max.HP +66.00 A suit of armour made of mail. |
impenetrable voratun mail armour of command (16 def, 26 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +26 Defense +16 (+1 eff.) Fatigue +12% Mind.save +16 (+1 eff.) A suit of armour made of mail. |
radiant voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +10 Defense +5 (+0 eff.) Fatigue +12% Resists +20% blight +18% darkness ---------- misc Light +1 A suit of armour made of mail. |
voratun mail armour of thunder (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +4 Str +7 Mag +7 Wil dps ---------- Phys.crit +9.0% Spell.crit +7% Mind.crit +5% Phys.pwr +12 (+1 eff.) Spell.pwr +18 (+3 eff.) Mind.pwr +16 (+2 eff.) ----- def ----- Armour +10 Defense +5 (+0 eff.) Fatigue +12% Resists +14% lightning A suit of armour made of mail. |
voratun plate armour 'Flarecrack' (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning +18% fire +6% nature Melee Ret 10 lightning ----- def ----- Armour +16 Fatigue +22% Resists +26% acid +30% fire +15% nature A suit of armour made of metal plates. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elenyrefast (10 def, 0 armour)2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +4 Str +4 Dex +3 Cun +4 Con dps ---------- Acc +7 (+1 eff.) Apr +5 On Hit (Melee): * 21% chance to slow global speed by 95% ----- def ----- Defense +10 (+1 eff.) Resists +10% acid +4% light +7% lightning Phys.save +17 (+1 eff.) Max.HP +48.59 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping elven-silk cloak (13 def, 0 armour)2.0 T5 cloak armor [Ego] Master While equipped: ----- def ----- Defense +13 (+1 eff.) Phys.save +8 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
undeterred pair of drakeskin leather boots of strife (0 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane/Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +6 (+1 eff.) Res.pen +8% physical ----- def ----- Armour +5 Silence- +44% Confus- +32% Stun/Frz- +34% Blindside: Puts all charms on 4 cooldown Level 3.5 Pwr.cost 4 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 105 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 7.5 - 8.2 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's drakeskin leather gloves of dexterity (+4) (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane/Master While equipped: Stats +4 Dex +4 Mag +3 Wil dps ---------- Melee+ 8 acid 4 fire 9 cold 9 lightning Acc +17 (+2 eff.) ----- def ----- Armour +3 Unarmed combat: Power 25.0 - 27.5 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +5 Crit +14.0% Atk.spd 125% Melee+ +13 ice +25 fire +29 acid +6 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 10.0 - 14.0 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
scouring iron gauntlets of the iron hand (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Spell.save +10 (+1 eff.) Disarm- +24% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 13.0 - 18.2 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% On Hit: 10% Disarm 1 On Hit: * 18 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 100% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Drakalthosus the voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Spell.pwr +30 (+5 eff.) S.pwr/crit +8 Melee+ 11 acid Dmg.mod +7% acid +15% arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 63 ----- def ----- Armour +3 Fatigue +5% Resists +7% acid +15% mind Unarmed combat: Power 30.0 - 42.0 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% On Crit.r2 +10 acid On Hit: 10% Corrosive Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
umbral voratun gauntlets of dexterity (+6) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +6 Dex dps ---------- Melee+ 14 darkness Dmg.mod +7% darkness Acc +12 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +8% darkness Unarmed combat: Power 29.5 - 41.3 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +9 Apr +15 Crit +16.0% Atk.spd 100% On Hit: 20% Moonlight Ray 5 On Hit: * 8% chance to reduce damage dealt by 50% Metal gloves protecting the hands up to the middle of the lower arm. |
shielding linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +1 (+0 eff.) Resists +15% darkness Spell.save +6 (+1 eff.) A pointy cloth hat, very wizardly... |
fearwoven elven-silk wizard hat of knowledge (3 def, 0 armour)2.0 T5 head armor [Ego++] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.crit +3% Mind.pwr +13 (+2 eff.) Dmg.mod +13% darkness +14% physical ----- def ----- Defense +3 (+0 eff.) Resists +20% darkness +19% physical ---------- misc Max.hate +11.00 A pointy cloth hat, very wizardly... |
Maluchik the Stokeveil (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +3 Str +7 Mag +5 Cun ----- def ----- Defense +2 (+0 eff.) Resists +4% blight +4% fire Spell.save +5 (+1 eff.) ---------- misc Infravis +1 A pointy cloth hat, very wizardly... |
hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Apr +6 ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
Blazerune (3 def, 0 armour)2.0 T5 head armor [Rare] Arcane While equipped: Stats +5 Str +4 Dex +7 Wil +5 Cun dps ---------- Spell.crit +4% Spell.pwr +6 (+1 eff.) Res.pen +11% light Melee Ret 9 fire ----- def ----- Defense +3 (+0 eff.) ---------- misc Mana/turn +0.11 A pointy cloth hat, very wizardly... |
Koryrach (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con +2 Wil dps ---------- Crit.mult +5.00% Dmg.mod +3% blight ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+1 eff.) ---------- misc Mana/turn +0.04 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +6 Str +5 Wil +6 Con dps ---------- Dmg.mod +11% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+1 eff.) Spell.save +12 (+1 eff.) Mind.save +12 (+1 eff.) ---------- misc Masteries +1.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Xanumira the Hailstreak (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +5 Str +4 Wil +3 Cun dps ---------- Mind.pwr +4 (+1 eff.) Melee Ret 3 cold ----- def ----- Armour +4 Fatigue +4% Resists +9% fire +4% light +20% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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. |
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. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+0 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
8 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. |
7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+0 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+0 eff.) Item imbue powers: Defense +8 (+0 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+1 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+0 eff.) Item imbue powers: Defense +10 (+1 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+0 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
674 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. |
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 (+0 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- 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. |
bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+0 eff.) ---------- misc Light +5 See.Stealth +5 See.Invis +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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 6 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Ashhash the alchemist's lamp1.0 T3 lite [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +6 (+1 eff.) Dmg.mod +9% darkness +7% fire Res.pen +21% fire +21% cold ----- def ----- Resists +9% light +10% fire Affinity +5% darkness Mind.save +6 (+0 eff.) ---------- misc Light +8 Infravis +4 Moonlight Ray: Puts all charms on 2 cooldown Level 5.5 Pwr.cost 2 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 620.42 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Freezestrike1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +10% light Res.pen +6% cold ----- def ----- Resists +28% cold +6% arcane +7% light ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +6 Lck ----- def ----- Defense +5 (+0 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. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 2 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
Achievements
Bringer of Doom (Madness (Adventure) difficulty)
Killed a Bringer of Doom.By Beer the Bear Brawler level 7
75th Pyre 122nd year of Ascendancy at 23:44 see stats
Demonic Invasion (Madness (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Beer the Bear Brawler level 43
9th Mirth 122nd year of Ascendancy at 23:06 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Beer the Bear Brawler level 9
77th Pyre 122nd year of Ascendancy at 06:39 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Beer the Bear Brawler level 25
4th Mirth 122nd year of Ascendancy at 23:21 see stats
Infinite x10 (Madness (Adventure) difficulty)
Got to level 10 of the infinite dungeon.By Beer the Bear Brawler level 13
79th Pyre 122nd year of Ascendancy at 15:43 see stats
Infinite x20 (Madness (Adventure) difficulty)
Got to level 20 of the infinite dungeon.By Beer the Bear Brawler level 28
5th Mirth 122nd year of Ascendancy at 13:03 see stats
Infinite x30 (Madness (Adventure) difficulty)
Got to level 30 of the infinite dungeon.By Beer the Bear Brawler level 36
8th Mirth 122nd year of Ascendancy at 01:19 see stats
Infinite x40 (Madness (Adventure) difficulty)
Got to level 40 of the infinite dungeon.By Beer the Bear Brawler level 43
10th Mirth 122nd year of Ascendancy at 02:37 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Beer the Bear Brawler level 10
77th Pyre 122nd year of Ascendancy at 22:19 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Beer the Bear Brawler level 20
3rd Mirth 122nd year of Ascendancy at 12:07 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Beer the Bear Brawler level 30
5th Mirth 122nd year of Ascendancy at 20:10 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Beer the Bear Brawler level 40
8th Mirth 122nd year of Ascendancy at 23:14 see stats
Overpowered! (Madness (Adventure) difficulty)
Did over 6000 damage in one attack.By Beer the Bear Brawler level 38
8th Mirth 122nd year of Ascendancy at 16:27 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Beer the Bear Brawler level 26
5th Mirth 122nd year of Ascendancy at 00:23 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Beer the Bear Brawler level 20
3rd Mirth 122nd year of Ascendancy at 15:30 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By Beer the Bear Brawler level 35
7th Mirth 122nd year of Ascendancy at 19:10 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Beer the Bear Brawler level 4
75th Pyre 122nd year of Ascendancy at 02:41 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Beer the Bear Brawler level 2
74th Pyre 122nd year of Ascendancy at 13:20 see stats
Log
Salolle the hummerhorn misses Beer.
Beer performs a melee critical strike against Salolle the hummerhorn!
Salolle the hummerhorn's Flare Strike is disrupted by his wounds!
Beer throws Salolle the hummerhorn to the ground!
Salolle the hummerhorn is dazed!
Salolle the hummerhorn misses Beer.
Salolle the hummerhorn is not dazed anymore.
You collect a new ingredient: hummerhorn wing (1).
Beer performs a melee critical strike against Salolle the hummerhorn!
Beer throws Salolle the hummerhorn to the ground!
Salolle the hummerhorn misses Beer.
Beer HEALS from lightning damage!
Beer hits Salolle the hummerhorn for 3223 physical, 3026 physical (6248 total damage).
Melee retaliation hits Beer for (2 shrugged off), 3 lightning, 2 healing (3 total damage) [2 healing].
Beer killed Salolle the hummerhorn!
Beer picks up (k.): Skyraider the voratun amulet.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a ladder to the next level here (press '' or right click to use).
Ran for 35 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 69 turns (stop reason: at exit).
Saving game...
Saving done.






























































































































































