







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: OldRPG Redeemed - RC - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. OldRPG Redeemed - Music Mod - 1 of 2 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are.
This mod replaces 99% of the music in the game with original covers of classic RPG scores.
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. Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! 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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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. 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. 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:
Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 OldRPG Redeemed - RC - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. OldRPG Redeemed - Music Mod - 2 of 2 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are.
This mod replaces 99% of the music in the game with original covers of classic RPG scores.
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 Pragmatic Heroism 1.7.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Diversity Mod 1.5.10Allows usage of all races in all campaigns. This includes addon and DLC races. Should remain compatible with future updates and DLC, the transition from 1.4.9 to 1.5.10 did not require any changes, and I doubt any future transitions will. Currently includes support for: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Brawler |
| Level / Exp | 25 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by Betatta the black mamba at level 23 on the 19th Haze 122nd year of Ascendancy at 23:30 5 / 1 |
Primary Stats
| Strength | 44 (base 13) |
| Dexterity | 70 (base 55) |
| Constitution | 43 (base 10) |
| Magic | 19 (base 10) |
| Willpower | 36 (base 10) |
| Cunning | 59 (base 49) |
Resources
| Life | 859/984 |
| Stamina | 247/247 |
| Healing Factor | 1.4497742564935 |
| Regeneration | 14.860186129058 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 97 |
| Accuracy | 65 |
| Crit Chance | 20% |
| APR | 10 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +13% |
| Acid | +10% |
| Light | +9% |
| Cold | +20% |
| Darkness | +3% |
| Arcane | +13% |
| Fire | +40% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 25 (35.65183292883%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 28 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 39%( 70%) |
| All | + 19%( 70%) |
| Darkness | + 22%( 70%) |
| Temporal | + 31%( 70%) |
| Fire | + 51%( 70%) |
| Physical | + 51%( 70%) |
Defense: Immunities
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 0% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Stun Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 249 damage for 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 89 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Trained Reactions |
| talent | Striking Stance |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is surrounded by a magical shield, absorbing 249/249 damage before it crumbles. Damage Shield |
| beneficial effect | You have 2 charges. Death Momentum |
| beneficial effect | Countering melee attacks: Has a 30% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Voryvea' (10 def, 10 armour)3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Physical Crit +2.0% Physical Power +30 (+7 eff.) defense ------ Armor +10 Defense +10 (+4 eff.) Fatigue +3% Physical save +13 (+6 eff.) Spell save +5 (+2 eff.) Mind save +8 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Flarebait the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str offense ------ Physical Power +7 (+2 eff.) Damage +3% darkness +12% fire Ignore resists +5% fire defense ------ Armor +2 Resistance +6% cold +15% fire Unarmed combat: Weapon Damage 22.0 - 24.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | hardened leather cap 'Brenondil' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +2 Mag +10 Wil +2 Con offense ------ Physical Power +6 (+1 eff.) Spellpower +10 (+5 eff.) defense ------ Armor +3 Fatigue +3% Resistance +5% blight +6% physical Physical save +8 (+4 eff.) Spell save +12 (+6 eff.) Mind save +8 (+4 eff.) A cap made of leather. |
| Tool | yew totem of healing [power 242] (15 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | mule's copper ring of life0.1 Encumbrance T1 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Fatigue -5% Life +44.00 Life Regen +7.00 Healmod +11% other ------- Encumbrance +22 Rings make your fingers look great! |
| On fingers | Belossra the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +5 Cun +6 Dex offense ------ Accuracy +8 (+2 eff.) defense ------ Resistance +3% blight +15% temporal +5% arcane +3% darkness Stun Resist +20% Rings make your fingers look great! |
| Around neck | Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| Main armor | shimmering cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +10% acid +13% physical +10% fire +13% arcane +8% cold defense ------ Resistance +13% acid +13% physical +10% fire +12% cold +11% all other ------- Max mana +22.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | Hailtide2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Con offense ------ Physical Power +20 (+5 eff.) Damage +9% light +12% cold Accuracy +25 (+6 eff.) defense ------ Resistance +6% blight Life Regen +3.00 other ------- Stamina/turn +2.00 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. |
| Cloak | Sunrock the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Critical power +5.00% defense ------ Defense +2 (+1 eff.) Resistance +5% arcane +6% fire Crit Resistance 15.00% Life +136.00 Healmod +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Flarebreeze the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +6 Con offense ------ Damage +18% fire Ignore resists +15% physical defense ------ Resistance +8% fire +7% cold Unlife -40.00 life other ------- Max stamina +20.00 A belt that goes around your waist. |
Inventory
healing infusion (heal 42; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 42 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -255; dur 7; cd 31)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 31 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -255 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 287 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 25 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the wizard (damage 79; dur 4; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 78.98 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the duelist (damage 313; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 313.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 6; phase 18; cd 18)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. 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. |
blink rune of the titan (range 7; phase 19; cd 13)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Charstrider the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex offense ------ Physical Crit +4.0% Physical Power +5 (+1 eff.) Damage +12% fire defense ------ Resistance +8% physical other ------- Stamina/turn +0.40 Infravision +3 Amulets make your neck look great! |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (124). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). 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. |
clarifying copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +10% mind Confus Resist +20% Amulets make your neck look great! |
Issustir the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +4 Wil offense ------ Mind Crit +1% defense ------ Life +21.00 Disarm Resist +20% Pinning Resist +21% Knockbk Resist +20% other ------- Max psi +10.00 Infravision +1 See Invisibility +3 Rings make your fingers look great! |
copper ring 'Blizzardrune'0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Ignore resists +5% cold defense ------ Mind save +15 (+7 eff.) Confus Resist +30% Rings make your fingers look great! |
copper ring of fire (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% fire defense ------ Resistance +22% fire Rings make your fingers look great! |
steel ring 'Zubytha'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Cun +3 Str offense ------ Physical Power +6 (+1 eff.) Spellpower +6 (+3 eff.) Mindpower +5 (+2 eff.) Spellpower/crit +2 On-Hit 5 physical On-Ranged-Hit 5 physical When Hit 8 blight On-Hit (Melee): * 12% chance to reduce all saves and defense by 23 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 23 defense ------ Armor +6 other ------- Hate-on-crit +2.00 Max mana +40.00 Max hate +5.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
chilling dwarven-steel dagger of shearing (18-24 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +9 cold While equipped: offense ------ Ignore resists +7% all Accuracy +7 (+2 eff.) Ignore Armor +9 Sharp, short and deadly. |
iron dagger of evisceration (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Master Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Critical: * Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +5.0% Physical Power +6 (+1 eff.) Sharp, short and deadly. |
quick steel greatmaul (26-38 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego+] Master Weapon Damage 25.5 - 38.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +3 Dex offense ------ Combat Speed +10% Accuracy +7 (+2 eff.) Massive two-handed mauls. |
Noonwrack (11-15 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Psionic Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +20 acid On-Hit, radius 1 +8 light On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +2 Wil offense ------ Damage +6% light defense ------ Resistance +9% acid Spell save +6 (+3 eff.) other ------- Vim-on-crit +2.00 Sharp, long, and deadly. |
Shiver's kiss the steel longsword (20-29 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Rare] Master Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +16 cold On-crit, radius 2 +12 arcane While equipped: offense ------ Damage +18% cold Ignore resists +25% arcane When Hit 6 acid Sharp, long, and deadly. |
horrifying vined mindstar (6-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun 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: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 5 mind 4 darkness Damage +3% mind +3% darkness 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. |
thorny mindstar of frost (7-8 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) On-Hit 11 cold Damage +4% cold Ignore resists +5% cold defense ------ Armor +5 Resistance +9% cold 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. |
Arthysus the yew vilestaff (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 1H weapon Reqs Mag 24 [Random Unique] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +13.0% Spell Crit +11% Mind Crit +6% Physical Power +10 (+2 eff.) Spellpower +23 (+12 eff.) On-Hit 16 arcane Damage +20% fire Accuracy +8 (+2 eff.) other ------- Max mana +37.00 Max hate +4.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of wizardry (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +2% Spellpower +10 (+5 eff.) Damage +15% fire other ------- Max mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding elm magestaff of illumination (10-12 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Ego+] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +1% Spellpower +7 (+4 eff.) Damage +10% lightning defense ------ Defense +6 (+2 eff.) Life Regen +0.50 Healmod +11% other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 54.34 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. |
shimmering yew starstaff (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+5 eff.) Damage +20% physical other ------- Mana/turn +0.23 Max mana +52.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
enhanced dwarven-steel steamgun4.0 Encumbrance T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +5 Str +7 Dex +5 Mag +5 Wil +5 Cun +5 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel waraxe 'Deepsidol' (18-26 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 18.5 - 25.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +8 blight On Hit: 20% Epidemic level 2 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 14 * 25% chance for lightning to strike from the target to a second target dealing 38 damage While equipped: offense ------ Ignore resists +5% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 19% defense ------ Resistance +9% darkness +3% lightning Disease Resist +15% One-handed war axes. |
Erelurim the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +2 Cun offense ------ Mind Crit +1% Mindpower +20 (+8 eff.) defense ------ Defense +12 (+4 eff.) Resistance +6% temporal Stealth +10 Unlife -80.00 life Disarm Resist +20% A belt that goes around your waist. |
rough leather belt 'Arthaziladur'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +6.00% Physical Power +4 (+1 eff.) On-Hit (Melee): * 20% chance to reduce armor by 24% defense ------ Resistance +3% fire Unlife -20.00 life Blind Resist +20% Disease Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
rough leather belt 'Layytha'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Damage +6% acid defense ------ Resistance +6% fire +3% nature +6% cold Crit Resistance 15.00% Disarm Resist +10% Confus Resist +10% A belt that goes around your waist. |
rough leather belt 'Rainkiss'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +2 Str +4 Mag +4 Wil offense ------ Spell Crit +4% Critical power +10.00% Ignore resists +25% arcane +25% cold Accuracy +20 (+5 eff.) Ignore Armor +1 A belt that goes around your waist. |
Pyrebone (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Damage +6% arcane Ignore resists +5% fire Accuracy +3 (+1 eff.) Ignore Armor +4 defense ------ Defense +1 (+1 eff.) Resistance +3% blight Crit Resistance 5.00% Life +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ravensun the cashmere cloak (8 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +11 Cun offense ------ Critical power +10.00% Mindpower +10 (+5 eff.) Damage +6% mind defense ------ Defense +8 (+3 eff.) Resistance +14% fire +14% light +3% darkness Stealth +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing woollen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil offense ------ Damage +7% acid +7% physical +8% fire +11% cold defense ------ Resistance +11% acid +11% physical +11% fire +12% cold +9% all other ------- Mana/turn +0.20 Psi/turn +0.16 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven Robe of the Worm (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) defense ------ Resistance +7% all Mind save +16 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of darkness (+18%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+2 eff.) Damage +12% darkness defense ------ Resistance +18% darkness +9% all Spell save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +4 (+2 eff.) Damage +5% arcane +5% temporal defense ------ Resistance +11% all other ------- Max mana +21.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brightguile (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Move Speed +10% Damage +6% fire When Hit 2 lightning 4 fire defense ------ Armor +1 Fatigue -4% Resistance +6% nature +3% fire Life +32.00 other ------- Stamina/turn +0.20 A pair of boots made of leather. |
pair of hardened leather boots of phasing (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil defense ------ Armor +3 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
cinder dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Physical Power +5 (+1 eff.) On-Hit 6 fire Damage +5% fire defense ------ Armor +2 Fatigue +3% Resistance +7% fire Unarmed combat: Weapon Damage 24.0 - 33.6 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +8 fire On Hit: 10% Fire Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Blindlace' (0 def, 6 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +2 Str offense ------ Physical Crit +3.0% Damage +12% darkness Ignore resists +20% physical defense ------ Armor +6 Life Regen +4.00 other ------- Stamina/turn +2.50 Max stamina +13.00 Unarmed combat: Weapon Damage 18.5 - 20.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On Hit: 10% Nightmare level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +4 Str offense ------ Physical Power +8 (+2 eff.) defense ------ Armor +2 Unarmed combat: Weapon Damage 21.0 - 23.1 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic dwarven-steel gauntlets (0 def, 6 armour)1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: defense ------ Armor +6 Fatigue +3% Mind save +5 (+3 eff.) Life +44.00 Unarmed combat: Weapon Damage 24.5 - 34.3 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: 10% Battle Shout level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
radiant hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+1 eff.) On-Hit 5 light Damage +4% light defense ------ Armor +2 Resistance +7% light Unarmed combat: Weapon Damage 19.0 - 20.9 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On Hit: 20% Searing Light level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand hardened leather gloves of strength (+4) (0 def, 8 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Physical Power +10 (+2 eff.) On-Hit 8 physical Damage +4% physical defense ------ Armor +8 Unarmed combat: Weapon Damage 22.5 - 24.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On-Hit, radius 1 +8 physical On-crit, radius 2 +6 physical On Hit: 10% Sand Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dagikhad the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +6 Cun offense ------ On-Hit (Melee): * 10% chance to slow global speed by 49% defense ------ Defense +2 (+1 eff.) Resistance +5% arcane Mind save +6 (+3 eff.) Life +60.00 Life Regen +2.00 Silence Resist +20% Disarm Resist +20% A pointy cloth hat, very wizardly... |
Gunodas (10 def, 7 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Con offense ------ Ignore resists +10% physical defense ------ Armor +7 Defense +10 (+4 eff.) Fatigue +5% Resistance +3% temporal Crit Resistance 5.00% Disease Resist +20% other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Relgandil the rough leather cap (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Con offense ------ Physical Power +3 (+1 eff.) Ignore resists +10% physical Accuracy +10 (+3 eff.) defense ------ Armor +3 Fatigue +1% Resistance +5% arcane A cap made of leather. |
insulating iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Isilaith' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Mind Crit +4% Ignore resists +5% mind defense ------ Armor +3 Fatigue +5% Resistance +15% acid +12% light +12% darkness Mind save +9 (+5 eff.) other ------- Psi when Hit +0.04 Hate-on-crit +2.00 Max psi +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of arcana (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil offense ------ Spellpower +4 (+2 eff.) defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Lelereblek the steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Rare] Disrupt While equipped: offense ------ Damage +12% acid When Hit 8 acid On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% lightning +12% blight +15% fire +6% mind +12% nature A suit of armour made of mail. |
cured leather armour 'Emelerevena' (6 def, 4 armour)9.0 Encumbrance T2 light armor [Rare] Nature While equipped: Stats +6 Str offense ------ Accuracy +10 (+3 eff.) defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +6% nature Life +20.00 Healmod +15% other ------- Max stamina +10.00 See Invisibility +6 A suit of armour made of leather. |
duelist's hardened leather armour of fire resistance (11 def, 10 armour)9.0 Encumbrance T3 light armor [Ego+] Master While equipped: Stats +5 Cun +3 Dex defense ------ Armor +10 Defense +11 (+4 eff.) Fatigue +8% Resistance +17% fire A suit of armour made of leather. |
troll-hide cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Life +30.00 Life Regen +5.20 Healmod +11% A suit of armour made of leather. |
8 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. |
413 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. |
4 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. |
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 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. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
3 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. |
Isetta the Noonquarry1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Ignore resists +7% all Ignore Armor +8 defense ------ Resistance +9% cold +5% arcane +18% darkness Spell save +9 (+4 eff.) other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Offalwrither the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +4 Con offense ------ Damage +6% acid +12% physical defense ------ Resistance +6% nature Physical save +6 (+3 eff.) Healmod +12% other ------- Stamina/turn +3.00 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(92 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
chilling pouch of steel shots of accuracy (18/18, 18-22 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Arcane/Master Weapon Damage 18.0 - 21.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +2 Critical Rate +4.5% Capacity 18 On-ranged-hit +9 cold Shots are used with slings to pummel your foes to death. |
3 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. |
Cleanseblur the elm wand of shielding [power 122] (20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +9% nature Ignore resists +5% nature When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 49% defense ------ Resistance +3% nature +9% darkness Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Noonwisp the elm wand of shielding [power 122] (20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +9% light +12% cold When Hit 6 light defense ------ Resistance +15% cold other ------- Light +3 Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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. |
6 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. |
3 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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Punchcow the Whitehoof Brawler level 19
73rd Dusk 122nd year of Ascendancy at 07:28 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Punchcow the Whitehoof Brawler level 21
15th Haze 122nd year of Ascendancy at 18:49 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Punchcow the Whitehoof Brawler level 10
9th Dusk 122nd year of Ascendancy at 21:18 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Punchcow the Whitehoof Brawler level 20
4th Haze 122nd year of Ascendancy at 20:00 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Punchcow the Whitehoof Brawler level 20
5th Haze 122nd year of Ascendancy at 16:05 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Punchcow the Whitehoof Brawler level 8
1st Flare 122nd year of Ascendancy at 06:49 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Punchcow the Whitehoof Brawler level 17
55th Dusk 122nd year of Ascendancy at 15:58 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Punchcow the Whitehoof Brawler level 21
16th Haze 122nd year of Ascendancy at 14:31 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Punchcow the Whitehoof Brawler level 16
50th Dusk 122nd year of Ascendancy at 05:17 see stats
Log
--------------------------------
Punchcow casts Rune: Shielding.
A shield forms around Punchcow.
You don't see how to get there...


























































































































