











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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:
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Bulwark |
| Level / Exp | 25 / 0% |
| Size | small |
| Lifes / Deaths | Killed by Porywe the ice wyrm at level 23 on the 2nd Pyre 123rd year of Ascendancy at 02:32 1 / 5Killed by Porywe the ice wyrm at level 23 on the 3rd Pyre 123rd year of Ascendancy at 00:53 Killed by Porywe the ice wyrm at level 23 on the 3rd Pyre 123rd year of Ascendancy at 06:27 Killed by Velulraba the large brown snake at level 24 on the 13rd Pyre 123rd year of Ascendancy at 12:52 Killed by Wrathroot at level 24 on the 13rd Pyre 123rd year of Ascendancy at 14:14 |
| Antimagic | Follower |
Primary Stats
| Strength | 61 (base 55) |
| Dexterity | 32 (base 12) |
| Constitution | 41 (base 23) |
| Magic | 10 (base 10) |
| Willpower | 40 (base 37) |
| Cunning | 15 (base 10) |
Resources
| Life | 1016/1016 |
| Stamina | 247/247 |
| Equilibrium | 30 |
| Healing Factor | 1.3281403954777 |
| Regeneration | 4.3164562853026 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 102 |
| Accuracy | 45 |
| Crit Chance | 12% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +9% |
| Light | +19% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Light | +5% |
| Darkness | +5% |
| Physical | +8% |
| Lightning | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 53.292304923968 (87.807182003187%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 18 |
| Physical Save | 47 |
| Spell Save | 38 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 28%( 70%) |
| All | 0%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 9%( 70%) |
| Physical | + 6%( 70%) |
| Fire | + 22%( 70%) |
| Darkness | + 12%( 70%) |
Defense: Immunities
| Stun Resistance | 23% |
| Confusion Resistance | 20% |
| Pinning Resistance | 0% |
| Disarm Resistance | 52% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 390 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 129 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 608% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Antimagic Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by shadow. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Emelaleta the large brown snake. Escort: temporal explorer (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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. * 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. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed giant spider spinneret. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed chunk of ghoul flesh. * You've found the needed skeleton mage skull. 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.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed ice ant stinger. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | traveler's pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +4 Fatigue -1% Phys.save +7 (+3 eff.) ---------- misc Max.enc +29 Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(96 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Aeramina the rough leather cap (0 def, 1 armour) =6 con=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +2 Cun +6 Con ----- def ----- Armour +1 Fatigue +1% Resists +9% temporal Spell.save +9 (+3 eff.) A cap made of leather. |
| On hands | dwarven-steel gauntlets 'Tempestworth' (0 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Res.pen +20% lightning Acc +6 (+2 eff.) ----- def ----- Armour +8 Fatigue +3% Resists +5% arcane +9% fire Phys.save +7 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+3 eff.) Max.HP +60.00 Disarm- +32% Unarmed combat: Power 120% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | piercing yew totem of healing [power 254] (15 cooldown) =Healing=2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 254 Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 HP.reg +3.00 Stun/Frz- +23% Rings make your fingers look great! |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
| Around neck | copper amulet 'Smolderborn'0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +12% fire Res.pen +10% acid ----- def ----- Phys.save +12 (+4 eff.) Spell.save +13 (+5 eff.) Mind.save +12 (+6 eff.) Amulets make your neck look great! |
| In main hand | truestriking dwarven-steel mace of evisceration (132% power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Master Power 133% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +5 (+1 eff.) Res.pen +8% physical Acc +7 (+3 eff.) Apr +10 Blunt and deadly. |
| Around waist | insulating rough leather belt of the vagrant1.0 T1 belt armor [Ego+] Nature/Master While equipped: Stats +1 Con dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Resists +6% fire +6% cold Mind.save +6 (+3 eff.) A belt that goes around your waist. |
| In off hand | Obsidianrage (0 def, 6 armour, 138% power, 75.5 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 138% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 Melee+ +15 cold While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% light Res.pen +5% darkness +5% light On shield block: * Deals 94 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 6 darkness ----- def ----- Armour +6 Fatigue +8% Resists +23% acid +15% cold +6% darkness +20% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | cashmere cloak 'Beadin' (2 def, 2 armour)2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +6% darkness Crit.chn- 10.00% Max.HP +91.00 Disarm- +20% Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Veluyasessra the Quenchwind (12 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +4 Con dps ---------- Phys.pwr +30 (+7 eff.) Dmg.mod +9% cold ----- def ----- Armour +13 Defense +12 (+6 eff.) Fatigue +12% Resists +6% acid +6% physical +7% cold +7% lightning +7% fire Die.at -40.00 life A suit of armour made of mail. |
Inventory
healing infusion of the sneak (heal 82; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 82 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 162; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 162 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 520%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 520% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 523%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 523% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 602%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 602% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; physical; dur 3; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 22%; physical; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 25%; mental; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 27%; mental; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 25%; physical; dur 3; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 19%; magical, physical; dur 3; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 19%; magical; dur 2; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Withering Orbs =Blind Fight=0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
grounding gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +13% lightning Stun/Frz- +25% ---------- misc Mana/turn +0.22 Max.mana +29.00 Amulets make your neck look great! |
stabilizing copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +10% temporal Pinning- +22% Knockbk- +20% Amulets make your neck look great! |
stabilizing gold amulet of vision0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +10% temporal Blind- +21% Pinning- +28% Knockbk- +31% ---------- misc Infravis +4 Sight +2 See.Invis +5 Amulets make your neck look great! |
Dagindur the Dazzleguile0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Mind.pwr +10 (+5 eff.) Dmg.mod +10% acid Res.pen +5% mind ----- def ----- Resists +20% acid +3% light ---------- misc Max.psi +30.00 Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring 'Shinesin'0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% light +9% blight Res.pen +10% light +10% fire Melee Ret 2 light 6 blight ----- def ----- Resists +22% light Rings make your fingers look great! |
copper ring of luminosity0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 10 light Ranged+ 11 light Dmg.mod +11% light Rings make your fingers look great! |
copper ring of pilfering =Disengage=0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+3 eff.) Apr +8 ----- def ----- Defense +7 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 105% 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! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
psionicist's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
sneakthief's gold ring of pilfering =Disengage=0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +4 Dex dps ---------- Acc +16 (+6 eff.) Apr +10 ----- def ----- Defense +10 (+5 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 105% 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! |
warrior's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% fire ----- def ----- Armour +6 Resists +22% fire Rings make your fingers look great! |
Brenitar the Airbane (113% power, 1 apr) =10 wil, 9 con=3.0 T1 battleaxe 2H weapon [Rare] Nature Power 113% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +16 acid +4 lightning While equipped: Stats +10 Wil +3 Cun +9 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Max.HP +17.00 ---------- misc See.Invis +3 Massive two-handed battleaxes. |
Dralin the dwarven-steel mace (135% power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Arcane/Master Power 136% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 light Against +11% Undead On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Crit.mult +10.00% Dmg.mod +3% physical Melee Ret 2 physical ----- def ----- Resists +2% physical Blunt and deadly. |
Skullcleaver (120% power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
stormbringer's dwarven-steel waraxe of evisceration (120% power, 4 apr) =Anti healing=3.0 T3 waraxe 1H weapon [Ego++] Nature/Master Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +12 lightning +8 cold On Crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +7 (+2 eff.) Mov.spd +24% Res.pen +8% lightning +13% cold One-handed war axes. |
Issitir1.0 T1 belt armor [Rare] Master While equipped: Stats +6 Dex ----- def ----- Resists +6% fire +6% darkness +7% cold HP.reg +4.00 Cut- +20% ---------- misc Infravis +3 A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt of unlife =Unlife=1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak 'Eilinoreba' (1 def, 0 armour) =+5 wil=2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Phys.crit +1.0% Phys.pwr +2 (+0 eff.) Mind.pwr +20 (+10 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Resists +3% blight ---------- misc Hate/m.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Iviyakira' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +12% acid +3% temporal +3% blight +6% lightning Die.at -40.00 life Max.HP +31.00 HP.reg +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe 'Zubothra' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +10% lightning +13% fire +12% temporal ----- def ----- Resists +15% lightning +19% fire +5% arcane +9% all Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belovena (10 def, 7 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Apr +5 On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Armour +7 Defense +10 (+5 eff.) Resists +5% arcane A pair of boots made of leather. |
Bokiladan the Kindleknight (0 def, 1 armour) =5 dex=2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Phys.pwr +20 (+5 eff.) Res.pen +15% fire ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. |
Flashminister (0 def, 1 armour) =3 cun=2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Dex +3 Wil +3 Cun dps ---------- On Hit (Melee): * 10% chance to slow global speed by 45% ----- def ----- Armour +1 Resists +9% lightning +3% blight Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc See.Invis +3 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Giziladin the Sunzeal (0 def, 3 armour) =7 wil=3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Mag +7 Wil dps ---------- Mind.crit +1% Dmg.mod +6% light On Hit (Melee): * 10% chance to reduce armor by 15% ----- def ----- Armour +3 Fatigue +2% ---------- misc Psi/ret +0.12 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Prismstalker the pair of rough leather boots (0 def, 1 armour) =~20+ Silence, Conf, Stun=2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Res.pen +15% temporal ----- def ----- Armour +1 Resists +3% temporal +6% light +9% mind Silence- +22% Confus- +21% Stun/Frz- +23% A pair of boots made of leather. |
pair of dwarven-steel boots 'Alerim' (0 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Mind.pwr +15 (+8 eff.) Apr +3 ----- def ----- Armour +8 Fatigue +3% ---------- misc Stam/turn +2.00 Psi/ret +0.16 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Arthimas (0 def, 1 armour) =Equilibrium, 21 disarm-=1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% arcane Acc +6 (+2 eff.) ----- def ----- Armour +1 Resists +5% arcane Phys.save +5 (+2 eff.) Mind.save +18 (+9 eff.) Disarm- +21% ---------- misc Equi/ret +0.08 Unarmed combat: Power 90% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Glymilaith the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 8 lightning Dmg.mod +6% lightning ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning +3% nature +6% darkness Crit.chn- 15.00% Max.HP +20.00 Heal.mod +20% ---------- misc See.Invis +3 Unarmed combat: Power 117% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +7 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Issolalen the hardened leather gloves (0 def, 2 armour) =Track=1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +1 Str +4 Mag +2 Cun +5 Con dps ---------- Melee+ 7 light Dmg.mod +8% arcane +5% light Res.pen +5% arcane Acc +5 (+2 eff.) ----- def ----- Armour +2 Resists +7% light +6% darkness ---------- misc Infravis +2 Unarmed combat: Power 115% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +3 Crit +9.0% Atk.spd 100% Melee+ +9 arcane +5 darkness On Crit.r2 +7 arcane On Hit: 20% Searing Light 3 On Crit: 10% Dominate 3 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Hathesin' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Dex +2 Mag +3 Wil dps ---------- Phys.pwr +10 (+2 eff.) Melee+ 4 acid 4 fire 4 cold 5 lightning ----- def ----- Armour +1 Fatigue +1% Resists +2% physical Phys.save +6 (+2 eff.) ---------- misc Stam/turn +1.00 Max.stam +10.00 Unarmed combat: Power 106% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Melee+ +4 ice +5 fire +6 acid +5 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Heatoozer (0 def, 7 armour) =80 Die at=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +7 Fatigue +4% Resists +9% cold +15% fire Phys.save +12 (+4 eff.) Spell.save +6 (+2 eff.) Die.at -80.00 life ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mayyba the Sunbraze (0 def, 11 armour) =Water, 10 conf-, 11 armor=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Armour +11 Fatigue +5% Resists +5% cold Mind.save +12 (+6 eff.) Confus- +10% Pinning- +10% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ragirak the Boltreaper (2 def, 0 armour) =5 cun, 6 wil=2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Spell.crit +2% Dmg.mod +12% lightning +9% temporal ----- def ----- Defense +2 (+1 eff.) Mind.save +7 (+3 eff.) A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Torelatharim the iron helm (0 def, 3 armour) =4 dex, 3 wil=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +4 Dex +1 Mag +3 Wil +1 Con ----- def ----- Armour +3 Fatigue +5% Crit.chn- 5.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Aerurireta' (20 def, 3 armour) =20 Stun res=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +3 Defense +20 (+10 eff.) Fatigue +5% Resists +3% acid +3% temporal +3% blight Mind.save +3 (+1 eff.) Stun/Frz- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Cleansetickler' (0 def, 3 armour) =Equilibrium, 4 cun=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +3% lightning Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +5% Resists +15% nature ---------- misc Stam/ret +0.90 Equi/ret +0.90 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Beregosin' (1 def, 0 armour) =80 hp=2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Mag ----- def ----- Defense +1 (+1 eff.) Resists +9% darkness +3% fire Phys.save +6 (+2 eff.) Spell.save +10 (+4 eff.) Max.HP +80.00 A pointy cloth hat, very wizardly... |
rough leather cap 'Voratta' (0 def, 9 armour) =9 armor=2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex +1 Wil ----- def ----- Armour +9 Fatigue +1% Resists +3% acid Disarm- +10% Teleport- +20% ---------- misc Infravis +2 A cap made of leather. |
Haralegar the dwarven-steel mail armour (10 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Con ----- def ----- Armour +13 Defense +10 (+5 eff.) Fatigue +12% Resists +6% temporal +3% light +6% fire +3% nature +3% darkness Mind.save +13 (+6 eff.) Max.HP +52.00 HP.reg +3.60 ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
Yvoldama the iron mail armour (2 def, 4 armour) =Equilibrium=14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Mind.pwr +10 (+5 eff.) On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% fire ---------- misc Equi/ret +0.04 Psi/ret +0.04 A suit of armour made of mail. |
iron mail armour 'Shockpride' (2 def, 11 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex +2 Cun +2 Con dps ---------- Dmg.mod +3% lightning Res.pen +5% light Melee Ret 2 lightning ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Glenn the steel plate armour (0 def, 9 armour) =4 cun, 4 wil=17.0 T2 massive armor Reqs Massive armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +6% temporal Res.pen +5% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Armour +9 Fatigue +22% Resists +3% blight +6% physical +18% temporal Phys.save +11 (+4 eff.) Mind.save +11 (+5 eff.) A suit of armour made of metal plates. |
Dairedestir the Prismtooth (0 def, 6 armour, 132% power, 82.5 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Master/Psionic When used to Attack: Power 133% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 Melee+ +8 light +19 physical On Hit.r1 +12 arcane While equipped: Stats +2 Wil dps ---------- Res.pen +25% light +5% arcane ----- def ----- Armour +6 Fatigue +8% Resists +18% fire +15% physical Shield.near.proj +55 Proj.slow +18% Max.HP +54.00 ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced dwarven-steel shield of fire resistance (+19%) (0 def, 9 armour, 132% power, 117 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 132% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +117 While equipped: ----- def ----- Armour +9 Fatigue +8% Resists +19% fire ---------- misc Talents +1 Block Handheld deflection devices. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of quickening (dig speed 24 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Elothra the Cloudreek =4 wil=2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind On Hit (Melee): * 10% chance to slow global speed by 45% ----- def ----- Resists +6% darkness +3% light +3% nature ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Kegosus the brass lantern =+10 confuse res=2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +9% blight +6% cold +5% arcane Phys.save +6 (+2 eff.) Mind.save +9 (+4 eff.) Heal.mod +12% Confus- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Mayyselaith the brass lantern =60 Die at=2.0 T1 lite [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Acc +10 (+4 eff.) ----- def ----- Armour +2 Phys.save +7 (+3 eff.) Die.at -60.00 life Heal.mod +11% ---------- misc Max.stam +20.00 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. |
brass lantern 'Icequick' =+5 light=2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- HP.reg +2.00 Blind- +10% Pinning- +20% ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Blazepain [power 110] (15 cooldown) =Silence=2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% fire Res.pen +25% mind ----- def ----- Resists +15% fire Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Samylin the Sleetpiety [power 100] (15 cooldown) =Silence=2.0 T1 torque charm [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Mind.crit +1% Melee Ret 2 cold ----- def ----- Resists +9% cold ---------- misc Hate/m.crit +1.00 Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind 'Glowterror' [power 2] (25 cooldown) =Mental cleanse=2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +25% light On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% blight +5% arcane +6% light Blind- +20% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
extending yew totem of stinging [power 242] (15 cooldown) =Anti healing=2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 242 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
17 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Algohan the Halfling Bulwark level 21
27th Regrowth 123rd year of Ascendancy at 00:04 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Algohan the Halfling Bulwark level 23
60th Regrowth 123rd year of Ascendancy at 11:00 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Algohan the Halfling Bulwark level 8
2nd Summertide 122nd year of Ascendancy at 12:53 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Algohan the Halfling Bulwark level 23
1st Pyre 123rd year of Ascendancy at 13:31 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Algohan the Halfling Bulwark level 10
25th Dusk 122nd year of Ascendancy at 02:06 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Algohan the Halfling Bulwark level 20
9th Allure 123rd year of Ascendancy at 08:42 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Algohan the Halfling Bulwark level 19
10th Decay 122nd year of Ascendancy at 18:27 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Algohan the Halfling Bulwark level 24
14th Pyre 123rd year of Ascendancy at 23:07 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Algohan the Halfling Bulwark level 8
5th Flare 122nd year of Ascendancy at 06:19 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Algohan the Halfling Bulwark level 16
50th Haze 122nd year of Ascendancy at 03:36 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Algohan the Halfling Bulwark level 22
41st Regrowth 123rd year of Ascendancy at 01:30 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Algohan the Halfling Bulwark level 24
13rd Pyre 123rd year of Ascendancy at 09:47 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Algohan the Halfling Bulwark level 18
67th Haze 122nd year of Ascendancy at 11:28 see stats
Log
Saving done.
Today is the 46th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:46.
Today is the 47th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:13.
Today is the 48th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:28.
Today is the 49th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:55.
Today is the 50th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:10.
Today is the 51st Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:36.
Today is the 52nd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:51.
Today is the 53rd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:18.
Today is the 54th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:33.
Today is the 55th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 56th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:15.
Today is the 57th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:30.
Today is the 58th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:56.
Today is the 59th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:11.
Today is the 60th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.











































































































