











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Sapper 1.7.4DescriptionThis addon adds the Sapper as a playable class. As it is a Tinker, it will require Embers of Rage DLC to work. Sappers use their knowledge of steam weaponry to build construct that will fight your foes and destroy the walls of their lair. They have 9 class trees, including 4 locked ones : - Trapping (locked) They have 6 generic trees : DisclaimerPlease report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread : http://forums.te4.org/viewtopic.php?f=50&t=50995 Creditshttp://game-icons.net/ for all the talent and effect icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.2.1 : 1.2.0 : 1.1.0 : 1.0.2 : 1.0.1 : 1.0.0 : release ! Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Banished 1.7.2Adds the Banished, an afflicted class that pours its hate into its arrows and shadowy powers. Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
Barachi -- Playable Race 1.6.7Adds Barachim, a froglike race, as a playable race selectable in all campaigns. They have been adapted from their original appearance in Dungeon Crawl: Stone Soup in order to better gel with ToME's gameplay and lore. Barachim are stationary fighters with an innate aptitude for handling the fundamental elements of Fire, Cold, Acid, and Lightning. The more they use a specific element, the more attuned they become to it, increasing their power dramatically as an encounter goes on. They can further use their attunement to the elements to stoke the faint vestige of divine power they still possess, enhancing their ability to use talents; the most powerful barachim can summon a bountiful fountain of water to heal and purify their bodies and drench their enemies. However, they suffer a 30% movement speed penalty when on dry land, relying primarily on their Leapfrog talent to hop around the battlefield and reposition themselves. Barachi are best suited as tanks or elemental casters, staking out a position on the battlefield and steadily building momentum as they manipulate the elements to their advantage, shrugging off their foes' attacks and retaliating with an accelerating barrage of specialised combat abilities that tip the scales increasingly in their favour. Humility and hardship forge truly indomitable wills, adventurer. Through fire and flood, darkness and blood, we remain. Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. Mindslinger 1.6.2Adds the Mindslinger as a new, Yeek-only, Psionic subclass. New Talents: Psionic/Mindslinger: Psionic/Force: Psionic/Charge: More details in the forum thread. Icons from game-icons.net Phantom Warrior Class 1.7.4Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Doctornull's Class Pack Creep Fix 1.7.4A fix for the creep skill not working in the current version 1.7.4 original description: NOTE: use this one instead, not both Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here: This revision is mostly about removing incompatible bits which changed between 1.4 and 1.5, so the classes are rather bare at the moment. I'm registering it so I can play online. I'll post when the additional content is ready. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Playable Naloren Race 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Mirrorblade 1.7.2Adds the Mirrorblade, a chronomancer that calls upon his temporal twin. Unlike Temporal Wardens, Mirrorblades train exclusively with melee weapons, and only ever call upon one other timeline for aid. However, this specialized training has resulted in an extremely effective paired combat style. Inferno Race Pack 1.7.0Adds a collection of my races. Class: Demolisher 1.7.0A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum 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:
(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.
Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Improved line-wrapping logic thanks to Joerle! Calligrapher 1.7.4Adds the Calligrapher, a short-ranged mage class that uses ceaseless aggression and high mobility to debilitate their enemies in a whirl of bloodied ink. Planned changes: I like to think that I've been fairly thorough in playtesting, but there are probably still bugs and exploits lurking. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Vor'tep 1.6.7Adds the Vor'tep as a new Giant sub-race, a breed of altered trolls. Get it right here or on the Steam Workshop. Vor'tep have a life rating of 13 and an experience penalty of 15% and start with +3STR, +3WIL, +3CON,+3MAG, -2DEX, and -2CUN. Vor'tep posses the strength and will to wield any one-handed weapon in their offhand innately. Vor'tep have the following racial talents: Trollkin Fortitude Trollblood Blood Rush Internal Inscription Talent icons from game-icons.net. White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Class: Spellweaver 1.7.4Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Evoker 1.7.2This adds a new Evoker class which is both corrupted and cursed (though it shows up under Defilers). They are a magic class that does blight damage and evokes a demon to serve you. It is possible for you and your demons to help or hurt each other with some spells and skills. Learning how to work with and around your minions will be key. NOTE: This addon requires that you have the Ashes DLC active. https://github.com/Werekracken/tome-evoker ---Generic talents -Cursed/Diabolical: Demonic Pulse: Demon Portal: Speed Demon: Abyssal Shield: ---Class talents -Corruption/Demon Summons: Summon Demon: Demon Unity: Flame Fury: Improved Summoning: ---Changelog v1.1.0 v1.2.0 v1.2.1 v1.2.2 v1.2.3 v1.2.4 v1.2.5 Hiveminder Class 1.7.0Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Frost Invoker 1.7.0Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Rage Mage class 1.7.0Adds the Rage Mage class. The Rage Mage is an arcane/temporal caster that, when injured, gets too mad to cast and starts punching things. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Phantom Warrior |
| Level / Exp | 31 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by Silatira the white worm mass at level 14 on the 9th Profit 122nd year of Ascendancy at 21:22 0 / 7Killed by Silatira the white worm mass at level 14 on the 9th Profit 122nd year of Ascendancy at 22:43 Killed by Assassin Lord at level 18 on the 18th Shortage 122nd year of Ascendancy at 23:29 Killed by Polibeth the Green Ooze's mucus ooze at level 23 on the 13rd Iron 123rd year of Ascendancy at 02:15 Killed by Emelawe the elven corruptor at level 27 on the 24th Steel 123rd year of Ascendancy at 01:43 Killed by ritch flamespitter at level 27 on the 25th Steel 123rd year of Ascendancy at 00:23 Killed by Dozing Isumira at level 31 on the 41st Steel 123rd year of Ascendancy at 08:40 |
Primary Stats
| Strength | 86 (base 60) |
| Dexterity | 31 (base 10) |
| Constitution | 47 (base 10) |
| Magic | 99 (base 60) |
| Willpower | 56 (base 10) |
| Cunning | 57 (base 15) |
Resources
| Life | -305/1252 |
| Stamina | 324/446 |
| Paradox | 383 |
| Healing Factor | 1.2623364354647 |
| Regeneration | 9.1519391571191 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 223 |
| Accuracy | 47 |
| Crit Chance | 33% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Temporal | +3% |
| Physical | +6% |
| Fire | +18% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Lightning | +5% |
| Darkness | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 36.08934837382 (81.151787968034%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 20 |
| Physical Save | 52 |
| Spell Save | 60 |
| Mental Save | 65 |
Defense: Resistances
| Cold | + 9%( 70%) |
| Acid | + 17%( 70%) |
| Nature | + 3%( 70%) |
| Temporal | + 7%( 70%) |
| Blight | + 3%( 70%) |
| Lightning | + 14%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
| Stun Resistance | 22% |
| Disarm Resistance | 49% |
| Poison Resistance | 10% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| 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 267 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 77 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 439 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Chronomancy / Synchronization | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Chronomancy / Time Wounds | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Phantom | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Chronomancy / Transcendental Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Timeless Warrior | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
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 |
You failed to protect the lone alchemist from death by Arusewen the skeleton archer. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Yvytira the ghoul. Escort: lost warrior (level 2 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the repented thief from death by Aletta Soultorn. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 |
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 AlchemistsAgrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed naga tongue. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within | active |
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 | Eilinann the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +5 Dex +2 Wil +3 Cun +3 Con defense ------ Armor +4 Fatigue +3% Resistance +8% lightning +7% temporal Crit Resistance 15.00% Physical save +5 (+1 eff.) Spell save +7 (+2 eff.) Mind save +5 (+1 eff.) Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 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 | Cloudwisp the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% lightning defense ------ Unlife -60.00 life Life +81.00 Blind Resist +10% Teleport Resist +20% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Swampsweeper the cashmere wizard hat (22 def, 0 armour)2.0 Encumbrance T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +8 Mag +3 Wil +5 Cun offense ------ Physical Crit +1.0% Mind Crit +6% Physical Power +5 (+1 eff.) When Hit 2 nature defense ------ Defense +22 (+5 eff.) Resistance +3% nature Spell save +14 (+4 eff.) Mind save +16 (+4 eff.) Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 115 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| Tool | Murksweeper [power 150] (20/15 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Ignore resists +20% darkness When Hit 2 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 21% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 159 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. 100% to reduce 1 talent cooldowns by 2. 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Ce'Nutta'0.1 Encumbrance T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Cun +5 Dex offense ------ Spellpower/crit +4 On-Hit 7 physical On-Ranged-Hit 8 physical Accuracy +6 (+2 eff.) On-Hit (Melee): * 11% chance to reduce all saves and defense by 26 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 26 defense ------ Resistance +6% cold Spell save +6 (+2 eff.) Life +26.00 Blind Resist +10% Disarm Resist +20% Pinning Resist +20% Knockbk Resist +22% other ------- Hate-on-crit +1.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| On fingers | Smoldersweeper the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Mag offense ------ Damage +18% fire When Hit 6 fire defense ------ Crit Resistance 5.00% Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
| Around waist | Uliroddakalthodig the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Physical Crit +6.0% Ignore resists +10% physical Ignore Armor +2 On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Armor +10 Defense +25 (+6 eff.) Resistance +6% fire Mind save +7 (+2 eff.) Life +50.00 A belt that goes around your waist. |
| In main hand | enhanced voratun battleaxe of enduring (223.1 damage (170% power), 1.5x range, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego++] Nature Weapon Damage 170% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +13 Str +13 Dex +16 Mag +28 Wil +19 Cun +31 Con defense ------ Life +70.00 Massive two-handed battleaxes. |
| On hands | Voretha the Chargehunter (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Psionic While equipped: offense ------ On-Hit 7 lightning Damage +3% lightning +3% temporal Ignore resists +5% lightning Accuracy +6 (+2 eff.) defense ------ Armor +2 Resistance +6% lightning Physical save +7 (+2 eff.) Mind save +5 (+1 eff.) Life Regen +3.00 Disarm Resist +29% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +0.70 Max stamina +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Tugodor (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Random Unique] Master/Psionic While equipped: Stats +8 Cun +8 Wil defense ------ Armor +9 Fatigue +22% Resistance +17% acid +3% blight Spell save +6 (+2 eff.) Mind save +25 (+6 eff.) Poison Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A suit of armour made of metal plates. |
| Cloak | Urthidutir (17 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Str offense ------ Physical Crit +1.0% defense ------ Defense +17 (+4 eff.) Resistance +3% cold Physical save +5 (+1 eff.) Spell save +3 (+1 eff.) other ------- Hate-on-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. |
| Around neck | copper amulet 'Xanimivena'0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +3 Str offense ------ Physical Crit +3.0% Damage +6% physical When Hit 8 physical defense ------ Defense +10 (+2 eff.) Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
Inventory
healing infusion (heal 40; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 40 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. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 697%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 697% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 356; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 356 life over 5 turns. 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. Press to compare to your current inscriptions |
blink rune (range 5; phase 18; cd 18)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 5; phase 16; cd 18)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 16%, your defense is increased by 16 and all your resistances by 16%. 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 duelist (range 6; phase 21; cd 13)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 13 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 21%, your defense is increased by 21 and all your resistances by 21%. 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. |
shatter afflictions rune (absorb 40; cd 19)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 19 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 40 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 63; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 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 63 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 123; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 123 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune (absorb 215; dur 5; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 215 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 0; blocks 3; dur 4; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Blazereeve the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str +5 Mag +2 Wil offense ------ Damage +11% lightning defense ------ Resistance +22% lightning +3% fire Rings make your fingers look great! |
Sameldir0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Str +3 Cun +3 Con offense ------ When Hit 2 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 26 defense ------ Resistance +3% light +3% nature +5% arcane Physical save +6 (+2 eff.) Rings make your fingers look great! |
Emelona the dwarven-steel battleaxe (203.5 damage (155% power), 1.5x range, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Random Unique] Arcane/Master Weapon Damage 155% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 While equipped: offense ------ Physical Crit +13.0% Spell Crit +3% Critical power +19.00% Spellpower/crit +2 Damage +12% mind Ignore Armor +13 Massive two-handed battleaxes. |
arcing stralite battleaxe of evisceration (205.9 damage (157% power), 1.5x range, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Ego+] Arcane/Master Weapon Damage 157% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 90 damage On Critical: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +13.0% Physical Power +12 (+2 eff.) Massive two-handed battleaxes. |
warbringer's dwarven-steel dagger of corruption (67.1 damage (113% power), 1.3x range, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 113% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: 20% Curse of Death level 3 While equipped: Stats +3 Con offense ------ Physical Power +6 (+1 eff.) Ignore resists +7% physical defense ------ Disarm Resist +18% Sharp, short and deadly. |
balanced stralite greatmaul of disruption (215.8 damage (165% power), 1.5x range, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Ego+] Disrupt/Master Weapon Damage 165% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% Damage Against +20% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Accuracy +12 (+4 eff.) defense ------ Defense +9 (+2 eff.) Disarm Resist +56% Massive two-handed mauls. |
dwarven-steel greatmaul 'Starknave' (198.5 damage (152% power), 1.5x range, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 152% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +12 light +7 cold On Critical: * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 While equipped: offense ------ Damage +6% lightning Ignore resists +10% physical Accuracy +16 (+6 eff.) Ignore Armor +9 other ------- Light +2 Massive two-handed mauls. |
dwarven-steel greatmaul of crippling (203.5 damage (155% power), 1.5x range, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego+] Master Weapon Damage 155% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +12.0% Massive two-handed mauls. |
truestriking steel greatmaul (174.9 damage (134% power), 1.5x range, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego+] Master Weapon Damage 134% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Ignore resists +10% physical Accuracy +13 (+5 eff.) Ignore Armor +13 Massive two-handed mauls. |
warbringer's stralite greatmaul of amnesia (216.6 damage (165% power), 1.5x range, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Ego++] Master/Psionic Weapon Damage 165% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +5 Con offense ------ Physical Power +13 (+2 eff.) Ignore resists +7% physical defense ------ Disarm Resist +32% Massive two-handed mauls. |
Colaryem (214.4 damage (160% power), 1.6x range, 12 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Arcane Weapon Damage 160% Range: 1.0x-1.6x Uses 50% Mag, 130% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 56% While equipped: Stats +7 Dex offense ------ Move Speed +10% Damage +7% lightning defense ------ Fatigue -12% Resistance +7% lightning other ------- Encumbrance +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Genocide (199.4 damage (152% power), 1.6x range, 4 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Nature/Master Weapon Damage 152% Range: 1.0x-1.6x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Ulfagamas the Shinereek (180.7 damage (139% power), 1.6x range, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Master Weapon Damage 139% Range: 1.0x-1.6x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +12 darkness While equipped: offense ------ Damage +3% light Ignore resists +10% light Accuracy +16 (+6 eff.) defense ------ Defense +17 (+4 eff.) Disarm Resist +69% Massive two-handed swords. |
Gorogas (130.9 damage (107% power), 1.4x range, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Rare] Master Weapon Damage 107% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +8% physical Ignore Shields +20% Accuracy +9 (+3 eff.) Ignore Armor +8 defense ------ Armor +8 Resistance +6% blight +6% cold +12% mind +15% temporal other ------- Light +3 Sharp, long, and deadly. |
Zerudir the dwarven-steel mace (161.0 damage (131% power), 1.4x range, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Rare] Arcane Weapon Damage 131% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +15 cold While equipped: Stats +3 Cun +4 Wil offense ------ Damage +18% acid Ignore resists +10% arcane defense ------ Resistance +9% acid Spell save +15 (+4 eff.) other ------- Max vim +50.00 Blunt and deadly. |
acidic stralite mace of daylight (175.0 damage (142% power), 1.4x range, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego] Arcane Weapon Damage 142% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-hit +9 light Damage Against +13% Undead On Critical: * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 Blunt and deadly. |
elemental stralite mace of rage (185.1 damage (149% power), 1.4x range, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego++] Arcane/Master Weapon Damage 149% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * Create an explosion dealing 90 lightning damage (1/turn) While equipped: Stats +5 Str offense ------ Damage +16% lightning +8% physical Ignore resists +14% lightning Accuracy +10 (+4 eff.) Blunt and deadly. |
warbringer's stralite mace of massacre (187.5 damage (151% power), 1.4x range, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego+] Master Weapon Damage 151% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Physical Power +9 (+1 eff.) Ignore resists +9% physical defense ------ Disarm Resist +17% Blunt and deadly. |
absorbing pulsing mindstar of sand (59.7 damage (107% power), 1.1x range, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 107% Range: 1.0x-1.1x Uses 50% Wil, 50% Mag, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) On-Hit 10 physical Damage +12% physical Ignore resists +7% physical defense ------ Resistance +5% lightning +14% fire +11% physical +17% cold other ------- Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Psionic/Absorption 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. |
epiphanous pulsing mindstar (59.7 damage (107% power), 1.1x range, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 107% Range: 1.0x-1.1x Uses 50% Wil, 50% Mag, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +7% Mindpower +11 (+4 eff.) Damage +10% mind other ------- Psi-on-crit +3.00 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. |
pulsing mindstar of venom (59.1 damage (106% power), 1.1x range, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature Weapon Damage 106% Range: 1.0x-1.1x Uses 50% Wil, 50% Mag, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) On-Hit 8 acid Damage +4% acid Ignore resists +8% acid defense ------ Resistance +12% acid Life Regen +4.00 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. |
pulsing mindstar of venom (61.0 damage (109% power), 1.1x range, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature Weapon Damage 109% Range: 1.0x-1.1x Uses 50% Wil, 50% Mag, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) On-Hit 4 acid Damage +11% acid Ignore resists +10% acid defense ------ Resistance +7% acid Life Regen +1.00 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. |
resonating pulsing mindstar of sand (59.7 damage (107% power), 1.1x range, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 107% Range: 1.0x-1.1x Uses 50% Wil, 50% Mag, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) On-Hit 8 physical Damage +6% mind +7% physical Ignore resists +6% mind +8% physical defense ------ Resistance +4% mind +8% physical Resonance +12% other ------- Psi when Hit +1.10 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Lisovea the Scalddredge (77.5 damage (121% power), 1.2x range, 4 apr, temporal element)5.0 Encumbrance T3 staff 1H weapon [Rare] Master Weapon Damage 121% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Mag +8 Con offense ------ Physical Crit +6.0% Spell Crit +6% Physical Power +10 (+2 eff.) Spellpower +17 (+5 eff.) Damage +15% acid +20% temporal +12% fire Ignore resists +10% acid Accuracy +7 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Voriwen the elven-wood magestaff (83.1 damage (129% power), 1.2x range, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Physical Crit +11.0% Spell Crit +14% Critical power +13.00% Spellpower +28 (+8 eff.) On-Hit 27 arcane Damage +25% lightning defense ------ Resistance +4% physical Spell save +3 (+1 eff.) Life Regen +0.70 Healmod +19% Cut Resist +10% other ------- Max mana +80.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater elven-wood magestaff of breaching (83.1 damage (129% power), 1.2x range, 5 apr, arcane element)5.0 Encumbrance T4 staff 2H weapon [Ego++] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +19 (+6 eff.) Damage +25% lightning +25% cold +25% arcane +25% fire Ignore resists +12% lightning +12% cold +12% arcane +12% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater elven-wood starstaff of greater warding (83.1 damage (129% power), 1.2x range, 5 apr, physical element)5.0 Encumbrance T4 staff 2H weapon [Ego++] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +17 (+5 eff.) Damage +25% physical +25% temporal +25% light +25% darkness defense ------ Armor +8 Defense +8 (+2 eff.) other ------- Wards +3 physical +3 temporal +3 light +3 darkness Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal ash magestaff of greater warding (71.2 damage (111% power), 1.2x range, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Ego++] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Critical power +23.00% Spellpower +9 (+3 eff.) On-Hit 19 fire Damage +15% lightning defense ------ Armor +7 Defense +7 (+1 eff.) other ------- See Invisibility +5 Wards +3 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew vilestaff (77.5 damage (121% power), 1.2x range, 4 apr, acid element)5.0 Encumbrance T3 staff 1H weapon [Ego+] Master Weapon Damage 121% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +8.0% Spell Crit +5% Physical Power +9 (+1 eff.) Spellpower +14 (+4 eff.) Damage +20% acid Accuracy +8 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Cracklewinnow' (77.5 damage (121% power), 1.2x range, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Critical power +39.00% Spellpower +15 (+5 eff.) On-Hit 25 fire Damage +15% lightning +9% mind +20% darkness Ignore resists +10% lightning When Hit 6 mind other ------- Psi when Hit +0.24 Max hate +6.00 See Invisibility +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff (77.5 damage (121% power), 1.2x range, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Normal] Weapon Damage 121% Range: 1.0x-1.2x Uses 130% Mag Damage Physical 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 (+3 eff.) Damage +20% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
penetrating stralite steamgun of recursion4.0 Encumbrance T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego++] Arcane/Steamtech Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On Hit: 10% Shoot level 1 Uses 2.0 Steam While equipped: offense ------ Ignore resists +11% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stralite steamgun of piercing4.0 Encumbrance T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego+] Master/Steamtech Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Ignore resists +9% all Accuracy +9 (+3 eff.) Ignore Armor +10 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
swiftstrike stralite steamgun4.0 Encumbrance T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego+] Master/Steamtech Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +800% Uses 2.0 Steam While equipped: Stats +1 Cun offense ------ Combat Speed +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
warden's dwarven-steel steamgun of piercing4.0 Encumbrance T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego++] Arcane/Master/Steamtech Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical 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 +2 Mag offense ------ Damage +5% temporal +8% physical Ignore resists +7% physical +7% temporal +7% all Accuracy +8 (+3 eff.) Ignore Armor +7 other ------- Reload +3 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
plaguebringer's deep-steel trident of shearing (95.2 damage (137% power), 1.6x range, 10 apr)3.0 Encumbrance T3 trident 2H weapon [Ego++] Arcane/Master Weapon Damage 137% Range: 1.0x-1.6x Uses 50% Mag, 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% On-hit +10 blight On Hit: 20% Epidemic level 3 On Hit: * 17% chance to reduce strength, dexterity, and constitution by 26 While equipped: offense ------ Ignore resists +12% all Accuracy +9 (+3 eff.) Ignore Armor +12 defense ------ Disease Resist +24% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
acidic steel waraxe (133.6 damage (109% power), 1.4x range, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane Weapon Damage 109% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 One-handed war axes. |
chilling steel waraxe of daylight (137.5 damage (112% power), 1.4x range, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane Weapon Damage 112% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +8 light +9 cold Damage Against +15% Undead One-handed war axes. |
dwarven-steel waraxe 'Ivodhema' (161.0 damage (131% power), 1.4x range, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Master Weapon Damage 131% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: defense ------ Resistance +9% temporal Crit Resistance 15.00% Spell save +15 (+4 eff.) Unlife -80.00 life Life Regen +4.00 Healmod +15% One-handed war axes. |
inquisitor's steel waraxe of evisceration (132.2 damage (108% power), 1.4x range, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego++] Disrupt/Master Weapon Damage 108% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Critical: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% * Deals 69 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Physical Crit +8.0% Physical Power +7 (+1 eff.) One-handed war axes. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
Bethudama the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex offense ------ Damage +6% mind When Hit 2 mind defense ------ Defense +1 (+0 eff.) Resistance +3% light +6% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Porotta' (2 def, 8 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Dex +2 Cun offense ------ Ignore resists +20% physical Accuracy +20 (+7 eff.) defense ------ Armor +8 Defense +2 (+0 eff.) Resistance +17% cold Life +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of implacability (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature While equipped: defense ------ Defense +2 (+0 eff.) Physical save +8 (+2 eff.) Mind save +7 (+2 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of backstabbing (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Master While equipped: Stats +3 Cun +3 Dex offense ------ Critical power +15.00% Accuracy +12 (+4 eff.) Ignore Armor +15 defense ------ Defense +2 (+0 eff.) Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of backstabbing (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature/Master While equipped: offense ------ Critical power +18.00% Accuracy +8 (+3 eff.) Ignore Armor +7 defense ------ Defense +2 (+0 eff.) Stealth +8 Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of the hunter (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Nature/Master While equipped: offense ------ Damage +10% darkness Ignore resists +7% darkness Accuracy +20 (+7 eff.) defense ------ Defense +2 (+0 eff.) Fatigue -6% Resistance +16% darkness Stealth +12 Life +55.00 other ------- Max stamina +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: offense ------ Damage +10% darkness Ignore resists +13% darkness defense ------ Defense +2 (+0 eff.) Resistance +27% darkness +10% temporal Stealth +10 Out-of-Phase Defense +12 Out-of-Phase Resistance +12% Out-of-Phase Resilience +17% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+5 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
dispeller's silk robe of power (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: offense ------ Spellpower +14 (+4 eff.) Damage +8% all defense ------ Resistance +6% lightning +9% darkness +8% light +8% blight +8% fire +8% cold +13% all Physical save +14 (+4 eff.) Spell save +26 (+7 eff.) Mind save +14 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Nature/Psionic While equipped: Stats +6 Cun offense ------ Critical power +13.00% defense ------ Resistance +10% blight +11% all Life +55.00 Life Regen +2.70 Healmod +16% other ------- Hate-on-crit +4.00 Psi-on-crit +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Branedin the pair of hardened leather boots (0 def, 6 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Critical power +20.00% Ignore resists +15% mind defense ------ Armor +6 Resistance +9% lightning +6% blight Spell save +3 (+1 eff.) other ------- EQ when Hit +0.04 Infravision +2 A pair of boots made of leather. |
Gilifang the Jetmoon (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +1 Str +7 Mag +2 Wil +2 Cun offense ------ When Hit 4 darkness defense ------ Armor +3 Fatigue +2% other ------- Infravision +1 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Normal] While equipped: defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego] Master While equipped: Stats +8 Lck +5 Dex defense ------ Armor +3 Stealth +8 other ------- Stamina/turn +0.50 Max stamina +16.00 A pair of boots made of leather. |
undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Arcane While equipped: Stats +2 Mag +3 Wil defense ------ Armor +4 Fatigue +3% Silence Resist +37% Confus Resist +31% Stun Resist +36% Blink to a nearby random location (rad 10) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +3 Cun +3 Con defense ------ Armor +4 Fatigue +3% Physical save +10 (+3 eff.) Mind save +13 (+3 eff.) other ------- Stamina/turn +0.60 Max stamina +17.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Thunderstun (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +2 Str offense ------ Physical Crit +7.0% Ignore resists +15% lightning Accuracy +10 (+4 eff.) defense ------ Armor +2 Unlife -40.00 life Life Regen +2.00 other ------- Stamina/turn +0.50 Psi/turn +0.25 Max stamina +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming hardened leather gloves of archery (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Dex offense ------ Spell Crit +5% Spellpower +7 (+2 eff.) Accuracy +7 (+3 eff.) Ignore Armor +8 defense ------ Armor +2 other ------- Mana/turn +0.22 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady voratun gauntlets of strength (+3) (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +15 (+3 eff.) Accuracy +7 (+3 eff.) defense ------ Armor +3 Fatigue +5% Physical save +6 (+2 eff.) Mind save +6 (+1 eff.) Disarm Resist +26% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of sorrow (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 17 mind 20 darkness On-Hit (Melee): * 14% chance to reduce all saves and defense by 26 defense ------ Armor +3 Fatigue +5% Mind save -12 (-3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Aletta's Diadem (0 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +5% Mindpower +12 (+4 eff.) Damage +10% mind When Hit 12 mind Psychic Lobotomy: Effective talent level: 3.0 Power cost 8 out of 10/10. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Inflicts 86.02 mind damage and cripples the target's higher mental functions, reducing cunning by 10 and confusing (27% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Darkblur the cashmere wizard hat (12 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +2 Dex +2 Con offense ------ Damage +15% physical +12% light +6% darkness Accuracy +10 (+4 eff.) When Hit 10 physical defense ------ Defense +12 (+3 eff.) Resistance +18% light other ------- Stamina/turn +3.00 Max stamina +30.00 A pointy cloth hat, very wizardly... |
Khelikor the Abyssfame (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +18% fire When Hit 6 darkness defense ------ Armor +4 Fatigue +4% Resistance +9% darkness +15% cold +5% arcane +24% fire other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+3 eff.) Mind save +12 (+3 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of absorption (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Armor +4 Fatigue +4% other ------- Stamina when Hit +1.30 EQ when Hit +1.30 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding dwarven-steel helm of absorption (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Armor +4 Fatigue +4% Resistance +8% lightning +6% temporal other ------- Stamina when Hit +0.70 EQ when Hit +1.30 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding hardened leather cap of the bounder (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Nature/Master While equipped: Stats +7 Str +7 Dex defense ------ Armor +3 Fatigue +3% Resistance +6% lightning +7% temporal Skullcracker: 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 259.6 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
prismatic dwarven-steel helm of constitution (+5) (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +5 Con defense ------ Armor +4 Fatigue +4% Resistance +13% light +12% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Balancebraid the steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Random Unique] Master/Psionic While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 53% * 10 arcane resource burn defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Resistance +17% acid +16% cold +6% mind +6% nature Mind save +12 (+3 eff.) A suit of armour made of mail. |
Elenitohor (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Rare] Master While equipped: Stats +4 Cun offense ------ Mind Crit +2% Damage +6% temporal Ignore resists +20% mind When Hit 4 mind defense ------ Armor +8 Defense +3 (+0 eff.) Fatigue +12% Resistance +17% lightning Mind save +18 (+4 eff.) A suit of armour made of mail. |
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 (+0 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. |
Rhodil (31 def, 7 armour)9.0 Encumbrance T4 light armor [Random Unique] Master While equipped: Stats +5 Dex offense ------ Physical Crit +11.0% Critical power +16.00% Physical Power +8 (+1 eff.) Move Speed +20% Ignore Armor +9 defense ------ Armor +7 Defense +31 (+7 eff.) Fatigue +8% Resistance +3% acid +6% temporal +6% mind Confus Resist +10% Knockbk Resist +20% other ------- Stamina/turn +0.60 Second Wind: (Instant) Puts all charms on 35 turn cooldown Effective talent level: 4.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 160 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
duelist's reinforced leather armour (18 def, 12 armour)9.0 Encumbrance T4 light armor [Ego+] Master While equipped: Stats +5 Cun +6 Dex defense ------ Armor +12 Defense +18 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
radiant hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: Stats +3 Wil defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +15% blight +18% darkness other ------- Light +1 A suit of armour made of leather. |
reinforced leather armour of Toknor (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego+] Master While equipped: offense ------ Physical Crit +5.0% Critical power +11.00% Physical Power +6 (+1 eff.) defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
volcanic reinforced leather armour of command (23 def, 23 armour)9.0 Encumbrance T4 light armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun offense ------ On-Hit 7 fire On-Ranged-Hit 8 fire defense ------ Armor +23 Defense +23 (+5 eff.) Fatigue +8% Resistance +22% fire +25% physical Mind save +15 (+4 eff.) A suit of armour made of leather. |
Sunbraze the dwarven-steel shield (0 def, 6 armour, 69.4 damage (142% power), 1.1x range, 78.5 block)7.0 Encumbrance T3 shield armor [Rare] Arcane When used to Attack: Weapon Damage 142% Range: 1.0x-1.2x Uses 50% Mag, 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +78 On-hit +20 blight +14 darkness +12 light On-Hit, radius 1 +8 light On-crit, radius 2 +20 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +4 Cun +7 Mag offense ------ Damage +21% blight +16% light +12% darkness defense ------ Armor +6 Fatigue +8% Resistance +9% blight +16% light +15% darkness other ------- Talents +1 Block Handheld deflection devices. |
dwarven-steel shield 'Mayewyn' (0 def, 19 armour, 69.4 damage (138% power), 1.1x range, 113 block)7.0 Encumbrance T3 shield armor [Rare] Master When used to Attack: Weapon Damage 138% Range: 1.0x-1.2x Uses 50% Mag, 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +113 While equipped: offense ------ Ignore resists +10% arcane +25% mind defense ------ Armor +19 Fatigue +8% Resistance +5% arcane +15% cold Life +40.00 Confus Resist +20% other ------- Talents +1 Block Handheld deflection devices. |
shocking steel shield of fire resistance (+17%) (0 def, 4 armour, 69.4 damage (114% power), 1.1x range, 41 block)7.0 Encumbrance T2 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 114% Range: 1.0x-1.2x Uses 50% Mag, 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +41 While equipped: offense ------ On-Hit 5 lightning When Hit 7 lightning defense ------ Armor +4 Fatigue +8% Resistance +17% fire other ------- Talents +1 Block Handheld deflection devices. |
Olehad (18/18, 95.6 damage (155% power), 1.4x range, 10 apr)3.0 Encumbrance T3 arrow ammo [Rare] Master Weapon Damage 155% Range: 1.0x-1.4x Uses 50% Str, 50% Mag, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 18 On-ranged-hit +16 arcane On-Hit, radius 1 +12 arcane +20 acid On-crit, radius 2 +8 arcane +12 acid On Hit: * 20% chance to reduce armor by 36% Arrows are used with bows to pierce your foes to death. |
Ulugen the Flarerip (22/22, 82.2 damage (134% power), 1.4x range, 10 apr)3.0 Encumbrance T3 arrow ammo [Rare] Arcane Weapon Damage 134% Range: 1.0x-1.4x Uses 50% Str, 50% Mag, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 22 On-ranged-hit +20 blight +16 fire +20 darkness +12 arcane On-Hit, radius 1 +8 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 90 damage Arrows are used with bows to pierce your foes to death. |
59 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. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +11% nature 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 Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Betedakira2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +10% mind defense ------ Resistance +6% mind +6% lightning Physical save +6 (+2 eff.) Healmod +10% other ------- 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. |
Velyyata the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Mag +4 Wil offense ------ Damage +5% mind When Hit 6 mind defense ------ Resistance +6% light +3% fire other ------- 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. |
alchemist's lamp1.0 Encumbrance T3 lite [Normal] While equipped: other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
6 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. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
pouch of stralite shots of annihilation (18/18, 91.8 damage (158% power), 1.2x range, 13 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego+] Master Weapon Damage 158% Range: 1.0x-1.2x Uses 70% Dex, 50% Mag, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +13 Critical Rate +9.5% Capacity 18 Projectile Speed +200% Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of stralite shots of accuracy (20/20, 87.1 damage (150% power), 1.2x range, 5 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego+] Master/Psionic Weapon Damage 150% Range: 1.0x-1.2x Uses 70% Dex, 50% Mag, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +5 Critical Rate +5.5% Capacity 20 On-ranged-hit +14 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 162 physical damage Shots are used with slings to pummel your foes to death. |
Mayyth [power 47] (20/25 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Physical Crit +1.0% Critical power +5.00% other ------- Stamina/turn +3.00 Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 30. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
cleansing dwarven-steel torque of clear mind [power 2] (20/25 cooldown)2.0 Encumbrance T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
2 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. |
2 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. |
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. |
11 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. |
5 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
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Ittarmi the Dwarf Phantom Warrior level 23
23rd Iron 123rd year of Ascendancy at 13:27 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ittarmi the Dwarf Phantom Warrior level 10
1st Acquisition 122nd year of Ascendancy at 16:00 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ittarmi the Dwarf Phantom Warrior level 20
26th Shortage 122nd year of Ascendancy at 12:52 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Ittarmi the Dwarf Phantom Warrior level 30
38th Steel 123rd year of Ascendancy at 07:01 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Ittarmi the Dwarf Phantom Warrior level 25
9th Steel 123rd year of Ascendancy at 17:13 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Ittarmi the Dwarf Phantom Warrior level 6
19th Voratun 122nd year of Ascendancy at 03:33 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Ittarmi the Dwarf Phantom Warrior level 20
27th Shortage 122nd year of Ascendancy at 18:39 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ittarmi the Dwarf Phantom Warrior level 10
2nd Acquisition 122nd year of Ascendancy at 07:44 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Ittarmi the Dwarf Phantom Warrior level 21
1st Iron 123rd year of Ascendancy at 10:33 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ittarmi the Dwarf Phantom Warrior level 15
11st Profit 122nd year of Ascendancy at 21:47 see stats
Log
You can read all your collected lore in the game menu, by pressing Escape.
Dozing Isumira is weakened by the darkness!
Melee retaliation hits Ittarmi's phantom for 12 fire damage.
Ittarmi's phantom hits Dozing Isumira for 90 physical, 3 physical, 3 lightning (97 total damage).
Ittarmi spins fate.
Sleeping Belawe's devouring flames area effect drains life from Ittarmi!
Sleeping Belawe's devouring flames area effect drains life from Ittarmi's phantom!
Sleeping Belawe's devouring flames area effect drains life from Dozing Isumira!
Sleeping Belawe receives 7 healing from Ittarmi's phantom.
Sleeping Belawe's devouring flames area effect hits Dozing Salitha for (11 to hull), 0 fire (0 total damage).
Sleeping Belawe's devouring flames area effect hits Dozing Isumira for 19 fire damage.
Sleeping Belawe's devouring flames area effect hits Ittarmi for 73 fire damage.
Sleeping Belawe's devouring flames area effect hits Ittarmi's phantom for 50 fire damage.
Sleeping Belawe receives 10 healing from Ittarmi.
Burning from Dozing Isumira hits Ittarmi for 57 fire damage.
Sleeping Belawe receives 3 healing from Dozing Isumira.
Sleeping Belawe gains 1% of a turn from Ancestral Life.
Dozing Isumira uses Wing Buffet.
Ittarmi died because there is no phantom save them!
Ittarmi deactivates Illusionary Demise.
Ittarmi stops burning.
Ittarmi faked death by sacrificing a phantom!
Ittarmi resists the knockback!
Dozing Isumira performs a melee critical strike against Ittarmi!
Ittarmi resists the knockback!
Ittarmi's phantom hits Dozing Isumira for 42 temporal damage.
Ittarmi's phantom hits Sleeping Belawe for (23 flat reduction), 48 temporal (48 total damage).
Melee retaliation hits Dozing Isumira for 8 physical, 2 darkness, 2 fire, 2 nature, 8 physical, 2 darkness, 2 fire, 2 nature (28 total damage).
Dozing Isumira hits Ittarmi for 146 physical, 125 physical (271 total damage).
Ittarmi the level 31 dwarf phantom warrior was crushed to death by Dozing Isumira on level 6 of Dreadfell.

















































































































