










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.7.6Donators/Buyers bonus! 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.
Cleaner Item Descriptions 1.7.0ZOmnibus 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: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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.] 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:
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(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.) |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 36 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by Grand Corruptor at level 26 on the 19th Pyre 123rd year of Ascendancy at 22:00 6 / 1 |
Primary Stats
| Strength | 50 (base 30) |
| Dexterity | 84 (base 60) |
| Constitution | 25 (base 10) |
| Magic | 18 (base 10) |
| Willpower | 38 (base 10) |
| Cunning | 88 (base 60) |
Resources
| Life | 884/884 |
| Stamina | 185/185 |
| Healing Factor | 1.4745178243369 |
| Regeneration | 0.36862945608422 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 6 |
| Infravision | 8 |
| See Stealth | 49.646342358568 |
| See Invisible | 64.646342358568 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 146 |
| Accuracy | 82 |
| Crit Chance | 43% |
| APR | 55 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +7% |
| Fire | -10% |
| Nature | +13% |
| Physical | +24% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Acid | +71% |
| Physical | +71% |
| Nature | +45% |
| Arcane | +46% |
| Mind | +46% |
| All | +36% |
Defense: Base
| Armour (hardiness) | 32 (53.594633868923%) |
| Defense | 82 |
| Ranged Defense | 82 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 29 |
| Mental Save | 37 |
Defense: Resistances
| Lightning | + 22%( 70%) |
| All | + 15%( 70%) |
| Physical | + 18%( 70%) |
| Acid | + 20%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 25% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 62% |
| Bleed Resistance | 100% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 104 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| talent | Chant of Fortress |
| talent | Concealment |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 48%. Concealment |
| detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Lisussra the umbral horror. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Xema the large brown snake. Escort: temporal explorer (level 2 of Norgos Lair) | failed |
You failed to protect the worried loremaster from death by fire imp. Escort: worried loremaster (level 5 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 373. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed naga tongue. * You've found the needed electric eel tail. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed vial of wight ectoplasm. * You've found the needed vampire lord fang. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed length of troll intestine. * You've found the needed black mamba head. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Dex defense ------ Armor +3 Silence Resist +20% Confus Resist +25% Stun Resist +31% Disengage: Puts all charms on 13 turn cooldown Effective talent level: 1.0 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Quiver | barbed quiver of elven-wood arrows (17/17, 171% power, 14 apr)3.0 Encumbrance T4 arrow ammo [Ego+] Master Weapon Damage 172% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +11.5% Capacity 17 On Critical: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern 'Goredin'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Physical Power +15 (+4 eff.) Accuracy +30 (+6 eff.) Ignore Armor +3 On-Hit (Melee): * 20 arcane resource burn defense ------ Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +7 See Invisibility +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Emebrewe (22 def, 4 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +13% nature defense ------ Armor +4 Defense +22 (+5 eff.) Resistance +19% nature Spell save +12 (+6 eff.) Healmod +15% Stun Resist +20% other ------- See Invisibility +15 A pointy cloth hat, very wizardly... |
| Tool | overpowered stralite torque of psionic shield [power 171] (27 cooldown)2.0 Encumbrance T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 171 for 5 turns Puts all charms on 27 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +10 (+4 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
| On fingers | gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Mindpower +8 (+3 eff.) Accuracy +12 (+2 eff.) Ignore Armor +10 defense ------ Defense +9 (+2 eff.) Stun Resist +30% Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | Radhafang1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ Ignore resists +10% arcane defense ------ Armor +2 Defense +5 (+1 eff.) Mind save +5 (+3 eff.) Life +52.00 Healmod +20% Knockbk Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
| In main hand | caustic ash longbow of piercing4.0 Encumbrance T2 longbow 2H weapon [Ego++] Nature/Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-crit, radius 2 +21 acid +24 nature While equipped: offense ------ Ignore resists +15% acid +9% nature +11% all Accuracy +11 (+2 eff.) Ignore Armor +21 Longbows are used to shoot arrows at your foes. |
| On hands | Xanyyawyn (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: Stats +10 Str +7 Wil +10 Con offense ------ On-Hit 10 lightning Damage +7% lightning When Hit 2 mind defense ------ Armor +3 Resistance +8% lightning Disarm Resist +62% other ------- Max hate +4.00 Light +3 Masteries +0.40 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Grinirim (16 def, 11 armour)9.0 Encumbrance T3 light armor [Rare] Master While equipped: Stats +8 Dex +4 Wil +8 Cun +2 Con offense ------ Critical power +20.00% Mindpower +10 (+4 eff.) Damage +12% physical Ignore resists +10% mind When Hit 8 physical defense ------ Armor +11 Defense +16 (+4 eff.) Fatigue +8% Physical save +6 (+3 eff.) A suit of armour made of leather. |
| Cloak | Rhygrim the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +4 Str +3 Mag +3 Wil +3 Con offense ------ Physical Crit +4.0% Ignore resists +25% physical On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 11 defense ------ Defense +2 (+1 eff.) Spell save +8 (+4 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max mana +58.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Gorumaneg'0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +6 (+2 eff.) Combat Speed +10% Damage +12% physical Ignore resists +20% acid +10% physical defense ------ Armor +6 Resistance +6% acid Amulets make your neck look great! |
Inventory
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 190 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
stormshield rune of the sneak (threshold 17; blocks 7; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 17 up to 7 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 36; blocks 6; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 36 up to 6 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
wanderer's gold amulet0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +5 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +1.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
protective voratun amulet of the eclipse0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Master While equipped: offense ------ On-Hit 8 light 9 darkness Damage +8% light +9% darkness When Hit: * 6% chance to reduce damage dealt by 25% * 10% chance to blind defense ------ Armor +5 Defense +7 (+2 eff.) Max Resistance +4% all Physical save +24 (+11 eff.) Amulets make your neck look great! |
mule's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life +20.00 Disarm Resist +23% Pinning Resist +24% Knockbk Resist +22% other ------- Encumbrance +22 Rings make your fingers look great! |
titan's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Life +21.00 Disarm Resist +20% Pinning Resist +22% Knockbk Resist +20% Rings make your fingers look great! |
titan's gold ring of frost (+26%)0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con offense ------ Damage +13% cold defense ------ Resistance +26% cold Physical save +8 (+4 eff.) Rings make your fingers look great! |
warrior's gold ring of tenacity0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +5 Str defense ------ Armor +10 Life +32.00 Disarm Resist +25% Pinning Resist +25% Knockbk Resist +25% Rings make your fingers look great! |
marksman's stralite ring of sensing0.1 Encumbrance T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+0 eff.) defense ------ Blind Resist +41% other ------- Infravision +5 See Stealth +12 See Invisibility +18 Rings make your fingers look great! |
rogue's stralite ring of arcana (+0.22/turn)0.1 Encumbrance T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun defense ------ Defense +8 (+2 eff.) Silence Resist +34% other ------- Mana/turn +0.22 Rings make your fingers look great! |
stralite ring of life0.1 Encumbrance T4 ring jewelry [Ego+] Nature While equipped: defense ------ Life +53.00 Life Regen +10.00 Healmod +14% Rings make your fingers look great! |
stralite waraxe 'Bogfoe' (138% power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Rare] Master Weapon Damage 138% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +20 mind On-crit, radius 2 +20 mind While equipped: Stats +5 Con offense ------ Physical Power +8 (+2 eff.) Damage +9% nature +30% mind Ignore resists +13% physical On-Hit (Melee): * 20% chance to slow global speed by 58% defense ------ Mind save +6 (+3 eff.) Disarm Resist +27% One-handed war axes. |
Issorion the Hazetrail (118% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Nature Weapon Damage 119% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-Hit, radius 1 +12 cold While equipped: Stats +6 Str +7 Dex +14 Mag +7 Wil +6 Cun +6 Con offense ------ Spell Crit +3% Ignore resists +10% cold defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Vim-on-crit +2.00 Sharp, short and deadly. |
nature's vined mindstar of storms (87% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 87% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Str +3 Dex +3 Mag +1 Wil +2 Cun +4 Con offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 5 lightning Damage +8% lightning +4% nature Ignore resists +8% lightning defense ------ Resistance +7% lightning +3% blight Disease Resist +14% other ------- 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. |
quiver of ash arrows 'Sunrace' (17/17, 137% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Rare] Master Weapon Damage 137% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +13.5% Capacity 17 On-ranged-hit +8 light On-Hit, radius 1 +20 light +20 fire On-crit, radius 2 +20 fire On Critical: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Shiverkill (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Rare] Nature While equipped: offense ------ Damage +22% lightning Ignore resists +25% acid +10% cold When Hit 10 light On-Hit (Melee): * 20% chance to reduce armor by 21% defense ------ Resistance +33% lightning +21% cold +12% acid +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skin of Many (12 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+3 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
reinforced leather armour 'Duvydunagrim' (12 def, 7 armour)9.0 Encumbrance T4 light armor [Random Unique] Master While equipped: defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +23% acid +7% physical +19% lightning Crit Resistance 15.00% Physical save +10 (+5 eff.) Spell save +6 (+3 eff.) Healmod +15% Confus Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A suit of armour made of leather. |
Shadowpiercer the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Con offense ------ Physical Power +6 (+2 eff.) Damage +3% acid When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 25% defense ------ Resistance +3% acid +12% cold Physical save +7 (+4 eff.) Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+3 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
pair of rough leather boots 'Frozenmistress' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Cun +5 Wil offense ------ Critical power +10.00% Physical Power +10 (+3 eff.) Spellpower +4 (+3 eff.) Ignore resists +15% cold Ignore Armor +1 defense ------ Armor +1 A pair of boots made of leather. |
dreamer's pair of hardened leather boots of massiveness (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Master/Psionic While equipped: Stats +5 Str +3 Wil +4 Cun +5 Con offense ------ Damage +7% physical defense ------ Armor +3 Physical save +6 (+3 eff.) Spell save +8 (+4 eff.) Mind save +7 (+3 eff.) other ------- Size +1 A pair of boots made of leather. |
Shimmerbloom the pair of dwarven-steel boots (10 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Damage +15% lightning +9% fire Ignore resists +12% darkness +16% temporal defense ------ Armor +4 Defense +10 (+2 eff.) Fatigue +3% Resistance +12% lightning +18% temporal +14% darkness +12% cold Unlife -40.00 life Life Regen +4.00 Out-of-Phase Defense +21 Out-of-Phase Resistance +13% Out-of-Phase Resilience +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of dwarven-steel boots of void walking (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: offense ------ Physical Crit +4.0% Physical Power +5 (+2 eff.) Ignore resists +13% darkness +12% temporal Ignore Armor +6 defense ------ Armor +4 Fatigue +3% Resistance +10% darkness +19% temporal Out-of-Phase Defense +13 Out-of-Phase Resistance +13% Out-of-Phase Resilience +18% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Islyvena the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +5 Str +3 Dex +2 Mag +3 Con offense ------ On-Hit 11 darkness Damage +6% darkness defense ------ Armor +2 Resistance +7% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand dwarven-steel gauntlets of strength (+2) (0 def, 9 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +10 (+3 eff.) On-Hit 8 physical Damage +5% physical defense ------ Armor +9 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+7 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning level 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. |
Mayewe the Radiancejam (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Damage +3% blight Ignore resists +5% light On-Hit (Melee): * 20% chance to reduce armor by 21% defense ------ Armor +1 Fatigue +1% Resistance +3% blight A cap made of leather. |
Tuloredur the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Con defense ------ Armor +3 Fatigue +3% Resistance +5% arcane +18% blight Mind save +6 (+3 eff.) Life Regen +2.00 Blind Resist +10% Knockbk Resist +20% A cap made of leather. |
grounding iron helm of strength (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% Resistance +5% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Eremylach' (15 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +3 Defense +15 (+3 eff.) Fatigue +5% Resistance +1% physical +5% cold Spell save +9 (+5 eff.) Healmod +5% other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren dwarven-steel helm of constitution (+2) (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +4 Con +2 Wil defense ------ Armor +4 Fatigue +4% Resistance +7% blight Mind save +5 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Resonating Diamond0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
233 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
alchemist's lamp 'Ravensteel'1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Damage +18% physical On-Hit (Melee): * 20% chance to reduce damage dealt by 25% defense ------ Armor +4 Defense +5 (+1 eff.) Resistance +3% physical Unlife -40.00 life other ------- Max stamina +20.00 Light +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Blood-Runed Athame1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Squalorrebel (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +5 Mag +1 Cun +2 Con offense ------ Ignore resists +15% nature When Hit 6 temporal other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 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. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 307.36 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
dwarven-steel torque of gale force 'Starblight' [power 275] (13 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +3 Cun offense ------ Critical power +20.00% Damage +9% light +15% acid Ignore resists +15% light defense ------ Resistance +15% acid Mind save +12 (+5 eff.) Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 341 physical damage Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Boltwinnow the elm totem of thorny skin [power 15] (17 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +10% lightning +15% cold defense ------ Resistance +6% lightning +9% cold Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 17 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Voredamira the elm totem of thorny skin [power 16] (17 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Ignore Shields +10% When Hit 4 arcane On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Spell save +15 (+8 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +0.04 Mana-on-crit +1.00 Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 17 turn cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Branethel the Skeleton Archer level 31
74th Pyre 123rd year of Ascendancy at 03:29 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Branethel the Skeleton Archer level 30
72nd Pyre 123rd year of Ascendancy at 06:40 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Branethel the Skeleton Archer level 35
27th Dusk 123rd year of Ascendancy at 12:24 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Branethel the Skeleton Archer level 33
18th Dusk 123rd year of Ascendancy at 14:24 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Branethel the Skeleton Archer level 19
4th Haze 122nd year of Ascendancy at 14:10 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Branethel the Skeleton Archer level 32
13rd Dusk 123rd year of Ascendancy at 10:55 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Branethel the Skeleton Archer level 27
35th Pyre 123rd year of Ascendancy at 15:49 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Branethel the Skeleton Archer level 18
53rd Dusk 122nd year of Ascendancy at 19:23 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Branethel the Skeleton Archer level 28
50th Pyre 123rd year of Ascendancy at 16:16 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Branethel the Skeleton Archer level 26
20th Pyre 123rd year of Ascendancy at 00:40 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Branethel the Skeleton Archer level 28
47th Pyre 123rd year of Ascendancy at 01:22 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Branethel the Skeleton Archer level 31
9th Mirth 123rd year of Ascendancy at 13:17 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Branethel the Skeleton Archer level 10
3rd Summertide 122nd year of Ascendancy at 12:06 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Branethel the Skeleton Archer level 20
23rd Haze 122nd year of Ascendancy at 01:57 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Branethel the Skeleton Archer level 30
70th Pyre 123rd year of Ascendancy at 02:47 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Branethel the Skeleton Archer level 19
68th Dusk 122nd year of Ascendancy at 13:22 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Branethel the Skeleton Archer level 28
63rd Pyre 123rd year of Ascendancy at 21:15 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Branethel the Skeleton Archer level 33
13rd Dusk 123rd year of Ascendancy at 17:31 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Branethel the Skeleton Archer level 8
8th Mirth 122nd year of Ascendancy at 04:50 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Branethel the Skeleton Archer level 25
72nd Regrowth 123rd year of Ascendancy at 00:44 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Branethel the Skeleton Archer level 13
9th Dusk 122nd year of Ascendancy at 14:29 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Branethel the Skeleton Archer level 25
70th Regrowth 123rd year of Ascendancy at 20:18 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Branethel the Skeleton Archer level 25
19th Pyre 123rd year of Ascendancy at 01:25 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Branethel the Skeleton Archer level 16
44th Dusk 122nd year of Ascendancy at 07:21 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Branethel the Skeleton Archer level 29
70th Pyre 123rd year of Ascendancy at 02:47 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Water imp casts Phase Door.
Branethel uses Blinding Speed.
Branethel speeds up.
Ran for 3 turns (stop reason: hostile spotted to the north (water imp)).
Branethel uses Headshot.
Branethel deactivates Concealment.
Water imp starts to bleed.
Branethel's Headshot hits Water imp for 418 physical damage.
Water imp casts Water Bolt.
Bleeding from Branethel hits Water imp for 67 physical damage.
Water imp hits Branethel for 38 cold damage.
Branethel shoots!
Branethel's Shoot performs a ranged critical strike against Water imp!
Branethel's Shoot hits Water imp for 728 physical damage.
Branethel's Shoot killed Water imp!
Talent Steady Shot is ready to use.
Resting starts...
Branethel slows down.
Talent Concealment is ready to use.
Branethel activates Concealment.
Talent Blinding Speed is ready to use.
Rested for 52 turns (stop reason: all resources and life at maximum).

























































































































