














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Troll Race. 1.7.2This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Inferno Race Pack 1.7.0Adds a collection of my races. 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:
Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Auto Loot Transmo 1.7.4Allows the game to auto transmo loots based on item types and some more advanced options. Press Ctrl + Alt + T to config. Schematics will never be picked up. It'll either be used immediately to unlock the tinker, or be destroyed if the player has already learned it. 0.0.0 - All functions have been tested separately. However considering the complexity of this addon, real-play tests are necessary. Items Vault 1.7.6Donators/Buyers bonus! 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. Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Discordant class (and friends) 1.6.71) Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. 2) Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. 3) Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. 4) Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. 5) Add Colossus as playable race. Artificial giant constructed by dwarves to guard their gold, has some non-living characteristics. Starts on Reknor (dwarf start). A durable race with some drawbacks. Also like gold. - This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Creditshttp://game-icons.net/ Changelog1.0.0: - Initial release Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Hoardling |
| Class | Kudzu |
| Level / Exp | 33 / 55% |
| Size | big |
| Lifes / Deaths | no deaths recorded 6 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 50 (base 15) |
| Dexterity | 27 (base 10) |
| Constitution | 85 (base 53) |
| Magic | 17 (base 10) |
| Willpower | 107 (base 60) |
| Cunning | 69 (base 40) |
Resources
| Life | 1837/1837 |
| Equilibrium | 123 |
| Healing Factor | 1.7517726352503 |
| Regeneration | 112.2476027552 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +106% |
Vision
| Sight | 8 |
| Lite | 8 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 122 |
| Accuracy | 58 |
| Crit Chance | 26% |
| APR | 75 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 113 |
| Accuracy | 58 |
| Crit Chance | 26% |
| APR | 60 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 86 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +21% |
| Light | +36% |
| Fire | +16% |
| Mind | +19% |
| All | +6% |
Offense: Damage Penetration
| Darkness | +10% |
| Acid | +10% |
| Mind | +5% |
| Arcane | +20% |
| Fire | +4% |
| Nature | +49% |
Defense: Base
| Armour (hardiness) | 42.576340800268 (53.292302510663%) |
| Defense | 43 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 56 |
| Spell Save | 52 |
| Mental Save | 55 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 38%( 70%) |
| Arcane | + 59%( 70%) |
| Cold | + 38%( 70%) |
| All | + 15%( 70%) |
| Physical | + 38%( 70%) |
| Lightning | + 38%( 70%) |
| Light | + 50%( 70%) |
| Temporal | + 38%( 70%) |
| Mind | + 38%( 70%) |
| Darkness | + 78%( 80%) |
| Fire | + 49%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 25% |
| Teleport Resistance | 20% |
| Pinning Resistance | 20% |
| Disarm Resistance | 33% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 308 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 210 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Wild-gift / Oozing blades | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Kudzu | 1.70 |
| 4/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Lichen | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Nature's Revenge | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Moss | 1.70 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Mucus | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.40 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Hoardling | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Inoculation | 1.70 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Stone Vines |
| talent | Hedge Shield |
| talent | Unstoppable Nature |
| talent | Thorn Aura |
| talent | Psiblades |
| talent | Antimagic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 6 of Dreadfell. Escort: lost tinker (level 6 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Willpower 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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 617. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed red crystal shard. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed honey tree root. * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed bloated horror heart. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed vampire lord fang. * You've found the needed snow giant kidney. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 | pair of iron boots 'Lisuldavea', wanderer (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Mag +2 Wil +4 Cun +2 Con dps ---------- Mind.crit +1% Mind.pwr +15 (+3 eff.) Res.pen +5% mind ----- def ----- Armour +3 Fatigue +2% Phys.save +11 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+4 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 146, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 421.08 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
| On hands | brawler's voratun gauntlets of the juggernaut (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +2 Str +2 Dex +3 Cun +3 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +27 (+7 eff.) Spell.save +5 (+1 eff.) Mind.save +6 (+2 eff.) Disarm- +33% ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | yew totem of summon tentacle 'Porumina', powerful, tentacle [power 245] (25 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: ----- def ----- Max.HP +100.00 Pinning- +20% Knockbk- +20% Teleport- +20% Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 585 Base Damage: 301 Armor: 26 All Resist: 18 Puts all charms on 25 cooldown 100% to increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Breguleg the gold ring, painweaver0.1 T3 ring jewelry [Rare] Master While equipped: Stats +10 Str +2 Dex +6 Mag +2 Cun dps ---------- Phys.pwr +14 (+3 eff.) Spell.pwr +7 (+1 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +6% all Res.pen +10% acid ----- def ----- Resists +6% acid Rings make your fingers look great! |
| On fingers | psionicist's voratun ring of life0.1 T5 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +8 Wil ----- def ----- Mind.save +16 (+5 eff.) Max.HP +89.00 HP.reg +16.00 Heal.mod +11% Rings make your fingers look great! |
| Around neck | Voruma the gold amulet, wanderer, warmaker, serend.0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +11 Dex +2 Mag +6 Wil +6 Cun +5 Con +11 Lck dps ---------- Spell.pwr +10 (+2 eff.) Mov.spd +10% Res.pen +15% arcane Acc +9 (+5 eff.) Melee Ret 2 blight ----- def ----- Defense +10 (+4 eff.) Fatigue -5% Unseen.red 13% HP.reg +3.00 ---------- misc Stam/turn +0.40 Vim/s.crit +2.00 Amulets make your neck look great! |
| In main hand | Earidor, life (16-18 power, 75 apr, mind damage)3.0 T5 mindstar 1H weapon [Rare] Nature Power 16.0 - 17.6 Mind Uses 93% Wil, 56% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +75 Crit +5.0% Atk.spd 100% Melee+ +20 physical While equipped: Stats +3 Str +5 Dex dps ---------- Mind.crit +5% Phys.pwr +10 (+2 eff.) Mind.pwr +19 (+3 eff.) ----- def ----- Armour +12 Die.at -80.00 life Max.HP +48.00 HP.reg +6.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | hardened leather belt 'Scaldoblivion', giant1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Phys.pwr +6 (+1 eff.) S.pwr/crit +2 Dmg.mod +6% fire Res.pen +5% arcane ----- def ----- Resists +6% fire Spell.save +8 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +60.00 Size +1 A belt that goes around your waist. |
| In off hand | epiphanous pulsing mindstar of flames (12-14 power, 60 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 12.5 - 13.8 Mind Uses 93% Wil, 56% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +60 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +20 (+4 eff.) All.spd +6% Melee+ 13 fire Dmg.mod +13% mind +4% fire Res.pen +4% fire ----- def ----- Resists +8% fire ---------- misc Psi/m.crit +1.00 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. |
| Cloak | cashmere cloak 'Glema', enveloping, iron.throne (10 def, 0 armour)2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +4 Str +5 Con ----- def ----- Defense +10 (+4 eff.) Resists +3% darkness +1% physical Phys.save +7 (+2 eff.) HP.reg +4.00 Silence- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+3 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +38 (+11 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Inventory
healing infusion of the titan (heal 214; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 214 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 755%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 755% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 65; 12 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 65 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 38%; magical; dur 2; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 38% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune (absorb 84; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 84 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. |
shatter afflictions rune (absorb 20; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 20 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. |
Chagazilablek the steel amulet, healing, warmaker, magic0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +5 Dex +4 Mag +5 Wil dps ---------- Dmg.mod +3% mind Res.pen +15% blight Melee Ret 8 mind ----- def ----- Heal.mod +12% Cut- +50% Heal: Puts all charms on 35 cooldown Level 2.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 462 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing gold amulet of dexterity (+3)0.1 T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Dex ----- def ----- Resists +13% nature +16% blight Poison- +27% Disease- +32% Amulets make your neck look great! |
gold amulet 'Rotorder', serend.0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +13 Lck dps ---------- Dmg.mod +21% nature Acc +11 (+6 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 45 ----- def ----- Defense +11 (+4 eff.) Resists +9% nature +21% cold Crit.dmg- 15.00% Unseen.red 14% HP.reg +4.00 Amulets make your neck look great! |
Shinegrinder the steel ring, savage0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Mind.crit +2% Mind.pwr +25 (+5 eff.) Res.pen +10% light Melee Ret 8 light ----- def ----- Spell.save +12 (+4 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.08 Max.stam +17.00 Rings make your fingers look great! |
copper ring 'Cindermark', tenacity0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +6% mind Crit.dmg- 10.00% Max.HP +20.00 Cut- +10% Disarm- +21% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
copper ring 'Venomoath', perseverance0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold +9% nature +3% mind ----- def ----- Resists +3% mind HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
gladiator's copper ring of luminosity0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +2 Mag +4 Con dps ---------- Phys.pwr +6 (+1 eff.) Melee+ 12 light Ranged+ 10 light Dmg.mod +11% light Rings make your fingers look great! |
steel ring 'Goreharasandur', painweaver0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +38 (+7 eff.) Dmg.mod +5% all ----- def ----- Resists +6% acid +6% cold Heal.mod +15% Blind- +20% Rings make your fingers look great! |
dwarven-steel battleaxe 'Splendouroath', crippling (30-45 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit.r2 +20 light On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +16.0% Mind.crit +2% Mind.pwr +30 (+6 eff.) Res.pen +10% acid ---------- misc Max.psi +50.00 Massive two-handed battleaxes. |
manaburning dwarven-steel battleaxe of massacre (44-67 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Disrupt/Master Power 44.5 - 66.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 19 arcane resource burn Massive two-handed battleaxes. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+9 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
dwarven-steel dagger (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Normal] Power 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
truestriking dwarven-steel dagger of erosion (16-21 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Nature/Master Power 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 nature While equipped: dps ---------- Res.pen +8% physical Acc +5 (+3 eff.) Apr +10 Sharp, short and deadly. |
Perseverance (31-43 power, 9 apr)3.0 T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Wil, 90% Str Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+6 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Punae's Blade (46-64 power, 4 apr)3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+14 eff.) Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
caustic iron longsword (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Ego+] Nature Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit.r2 +8 acid +10 nature While equipped: dps ---------- Res.pen +6% acid +8% nature Apr +6 Sharp, long, and deadly. |
chilling dwarven-steel longsword of corruption (24-33 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Arcane Power 23.5 - 32.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 cold On Hit: 20% Curse of Defenselessness 3 Sharp, long, and deadly. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 3.5 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 272.04 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
blooming thorny mindstar of frost (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Melee+ 6 cold Dmg.mod +12% cold Res.pen +7% cold ----- def ----- Armour +8 Resists +8% cold Heal.mod +14% Heal/summ +10 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
caller's pulsing mindstar of disruption (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Disrupt Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Against +13% 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: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +7% acid +9% fire +8% cold +7% physical Res.pen +2% acid +4% fire +6% cold +4% physical ----- def ----- Heal/summ +19 ---------- misc Max.summ +1 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying thorny mindstar of disruption (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Disrupt/Psionic Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Against +7% 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: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Melee+ 3 mind 6 darkness Dmg.mod +2% mind +3% darkness ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar of storms (12-13 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +5 Dex +2 Mag +3 Wil +3 Cun +4 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Melee+ 13 lightning Dmg.mod +5% lightning Res.pen +12% lightning ----- def ----- Resists +11% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Brighthunt', creative (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +8 light While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +14.00% Mind.pwr +6 (+1 eff.) ----- def ----- Defense +25 (+9 eff.) Resists +6% lightning Phys.save +6 (+2 eff.) HP.reg +4.00 Knockbk- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Staff of Absorption7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+4 eff.) Acc +20 (+9 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Urinarirak the Shockobeisance, illumination (20-24 power, 4 apr, temporal element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +15% lightning +20% temporal Res.pen +10% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +7 (+3 eff.) Resists +12% acid +6% fire +3% nature +5% arcane Spell.save +9 (+3 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 92.80 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Fogwire, marshal (2 def, 16 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +3 Con ----- def ----- Armour +16 Defense +2 (+1 eff.) Resists +3% temporal +3% darkness +6% cold Phys.save +9 (+3 eff.) Max.HP +156.00 Disease- +10% Confus- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's Rags of the Sanctuary (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Psionic While equipped: ----- def ----- Resists +10% darkness +11% mind +7% all Phys.save +11 (+3 eff.) Spell.save +11 (+3 eff.) Mind.save +21 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Duathelwind', frost (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +4 Cun +3 Wil dps ---------- Dmg.mod +18% darkness +18% cold Res.pen +10% darkness Melee Ret 10 mind ----- def ----- Resists +27% cold +9% all ---------- misc Hate/m.crit +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Festerbolt the pair of rough leather boots, traveler (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% acid On Hit (Melee): * 10% chance to slow global speed by 74% * 10% chance to reduce armor by 22% ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+1 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
traveler's pair of dwarven-steel boots of evasion (3 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +4 Defense +3 (+1 eff.) Fatigue -3% Phys.save +7 (+2 eff.) ---------- misc Max.enc +38 Evasion: (Instant) Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dimrip the iron gauntlets, temporal (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Mag +5 Con dps ---------- Melee+ 5 temporal Ranged+ 5 temporal Dmg.mod +3% acid +4% temporal +3% darkness Melee Ret 6 darkness ----- def ----- Armour +1 Fatigue +1% Resists +6% temporal 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. |
Lisyvena, brawler, archer, corrosive (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str +6 Dex +7 Cun dps ---------- Crit.mult +10.00% Melee+ 9 acid Dmg.mod +6% acid Acc +7 (+4 eff.) Apr +7 ----- def ----- Armour +2 Resists +7% acid Phys.save +7 (+2 eff.) Max.HP +40.00 Blind- +20% ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% 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. |
dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Acc +9 (+5 eff.) Apr +8 ----- def ----- Armour +2 Fatigue +3% Resists +7% blight Spell.save +12 (+4 eff.) 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. |
sand hardened leather gloves of strength (+4) (0 def, 7 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 7 physical Dmg.mod +5% physical ----- def ----- Armour +7 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. |
Airwhisper the cashmere wizard hat, mind (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind +6% darkness Res.pen +10% darkness ----- def ----- Defense +2 (+1 eff.) Resists +9% acid +24% lightning +18% fire +12% mind +6% nature A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 2.5 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 99.97 to 299.92 lightning damage (199.95 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
hardened leather cap 'Silinn', knowledge, bounder, thaloren (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +7 Str +6 Dex +12 Wil +4 Cun dps ---------- Mind.crit +1% Mind.pwr +4 (+0 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +7% blight +3% mind Mind.save +14 (+5 eff.) Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 242.2 Physical damage. If the attack hits, the target is confused (33% effect) for 6 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. |
dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
dwarven-steel mail armour 'Floemoon', stable (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +25% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 45 ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +12% darkness +6% physical Phys.save +14 (+4 eff.) A suit of armour made of mail. |
dwarven-steel mail armour of implacability (3 def, 14 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +6% Phys.save +8 (+2 eff.) A suit of armour made of mail. |
enlightening stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Mind.save +11 (+4 eff.) A suit of armour made of mail. |
steel mail armour of stability (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +5% physical Phys.save +12 (+4 eff.) A suit of armour made of mail. |
Freezebright, stable (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +20 (+4 eff.) Dmg.mod +9% cold Melee Ret 6 cold ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +9% blight +7% physical Phys.save +14 (+4 eff.) Mind.save +6 (+2 eff.) A suit of armour made of leather. |
Yvuwe the hardened leather armour, deep, nimble, cold res (16 def, 8 armour)9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Dex +3 Mag +4 Wil dps ---------- Mov.spd +20% ----- def ----- Armour +8 Defense +16 (+6 eff.) Fatigue +8% Resists +6% acid +25% cold ---------- misc Breathe water A suit of armour made of leather. |
Tuhor the dwarven-steel plate armour, fire res (30 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: ----- def ----- Armour +11 Defense +30 (+10 eff.) Fatigue +22% Resists +21% fire Spell.save +15 (+5 eff.) Max.HP +60.00 HP.reg +4.00 Confus- +20% Stun/Frz- +20% A suit of armour made of metal plates. |
prismatic dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Arcane While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +12% light +12% darkness A suit of armour made of metal plates. |
steel plate armour 'Bregoregund', fire res (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +1 Con dps ---------- Dmg.mod +6% physical On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +9 Fatigue +22% Resists +9% mind +19% fire Crit.dmg- 10.00% Die.at -80.00 life Max.HP +80.00 Teleport- +20% A suit of armour made of metal plates. |
corrosive dwarven-steel shield of lightning resistance (+12%) (0 def, 6 armour, 78 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Con dps ---------- On Melee Ret: * 12% chance to reduce armor by 22% ----- def ----- Armour +6 Fatigue +8% Resists +12% acid +20% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
shocking dwarven-steel shield (0 def, 6 armour, 77 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 13 lightning Melee Ret 6 lightning ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
deadly quiver of yew arrows of annihilation (19/19, 56-78 power, 16 apr)3.0 T3 arrow ammo [Ego+] Master Power 56.0 - 78.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +7.0% Capacity 19 Proj.spd +200% Arrows are used with bows to pierce your foes to death. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
593 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Ashquick the voratun pickaxe, bloodhexed, crystal (dig speed 18 turns)3.0 T5 digger tool [Random Unique] Arcane While equipped: Stats +6 Str +8 Mag +5 Wil dps ---------- Phys.crit +15.0% Spell.crit +14% Mind.crit +13% Dmg.mod +15% lightning +15% fire Res.pen +10% fire ---------- misc Max.mana +46.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gilyroddarath, miner (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex +1 Mag dps ---------- Mind.crit +3% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 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? |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Amylar, clarity2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex +1 Con dps ---------- Crit.mult +15.00% Res.pen +10% physical ----- def ----- Mind.save +6 (+2 eff.) Die.at -40.00 life ---------- misc Light +3 See.Stealth +7 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(155 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Cyridhewen', survivor1.0 T3 lite [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Apr +7 ----- def ----- Defense +15 (+5 eff.) Resists +9% acid +9% fire +12% cold Phys.save +8 (+2 eff.) Heal.mod +21% Knockbk- +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Murklord', health2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +15% darkness +9% mind Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce armor by 22% ----- def ----- Max.HP +44.00 ---------- misc Hate/m.crit +1.00 Max.psi +10.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
nightwalker's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) ----- def ----- Resists +3% all Spell.save +5 (+1 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
tundral pouch of dwarven-steel shots of accuracy (20/20, 29-35 power, 3 apr)3.0 T3 shot ammo [Ego] Nature/Master Power 29.0 - 34.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +15 Apr +3 Crit +5.0% Capacity 20 Ranged+ +14 cold On Crit.r2 +7 cold Shots are used with slings to pummel your foes to death. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+0 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 4.5 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 129 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Smolderwhisper, evasive, thorny [power 44] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Melee Ret 6 fire On Hit (Melee): * 20% chance to slow global speed by 74% ----- def ----- Resists +6% acid +18% nature +18% lightning Spell.save +3 (+1 eff.) Harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to gain a 23% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged ash totem of summon tentacle [power 220] (33 cooldown)2.0 T2 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 490 Base Damage: 233 Armor: 8 All Resist: 2 Puts all charms on 33 cooldown Natural totems are made by powerful wilders to store nature power. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
supercharged yew wand of shielding [power 332] (24 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 332 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 24 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Kudzudrawf the Hoardling Kudzu level 21
3rd Dearth 122nd year of Ascendancy at 10:08 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Kudzudrawf the Hoardling Kudzu level 29
29th Dearth 122nd year of Ascendancy at 19:46 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Kudzudrawf the Hoardling Kudzu level 21
9th Dearth 122nd year of Ascendancy at 07:34 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Kudzudrawf the Hoardling Kudzu level 16
18th Wealth 122nd year of Ascendancy at 04:51 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Kudzudrawf the Hoardling Kudzu level 29
29th Dearth 122nd year of Ascendancy at 19:09 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Kudzudrawf the Hoardling Kudzu level 19
30th Wealth 122nd year of Ascendancy at 01:40 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Kudzudrawf the Hoardling Kudzu level 32
38th Dearth 122nd year of Ascendancy at 11:33 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Kudzudrawf the Hoardling Kudzu level 27
26th Dearth 122nd year of Ascendancy at 05:54 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Kudzudrawf the Hoardling Kudzu level 21
3rd Dearth 122nd year of Ascendancy at 07:01 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Kudzudrawf the Hoardling Kudzu level 10
9th Profit 122nd year of Ascendancy at 08:34 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Kudzudrawf the Hoardling Kudzu level 20
30th Wealth 122nd year of Ascendancy at 22:01 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Kudzudrawf the Hoardling Kudzu level 30
29th Dearth 122nd year of Ascendancy at 19:46 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Kudzudrawf the Hoardling Kudzu level 13
45th Profit 122nd year of Ascendancy at 22:39 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Kudzudrawf the Hoardling Kudzu level 25
22nd Dearth 122nd year of Ascendancy at 23:13 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Kudzudrawf the Hoardling Kudzu level 5
19th Voratun 122nd year of Ascendancy at 03:37 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Kudzudrawf the Hoardling Kudzu level 9
5th Profit 122nd year of Ascendancy at 12:58 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Kudzudrawf the Hoardling Kudzu level 21
3rd Dearth 122nd year of Ascendancy at 10:08 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Kudzudrawf the Hoardling Kudzu level 19
29th Wealth 122nd year of Ascendancy at 20:28 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Kudzudrawf the Hoardling Kudzu level 13
45th Profit 122nd year of Ascendancy at 21:29 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Kudzudrawf the Hoardling Kudzu level 29
29th Dearth 122nd year of Ascendancy at 05:38 see stats
Log
Kudzudrawf hits Sandworm for 154 acid damage.
Sandworm is poisoned!
The unstable sand tunnel collapses!
You collect a new ingredient: sandworm tooth (1).
Stone Vine from Kudzudrawf hits Sandworm for 69 nature damage.
Stone Vine from Kudzudrawf killed Sandworm!
Kudzudrawf hits Something for 17 lightning damage.
The unstable sand tunnel collapses!
Sandworm burrower seems more focused.
Kudzudrawf hits Something for 17 lightning damage.
Kudzudrawf picks up (p.): dwarven-steel battleaxe 'Splendouroath', crippling (30-45 power, 2 apr).
Kudzudrawf hits Something for 17 lightning damage.
Kudzudrawf hits Something for 17 lightning damage.
Kudzudrawf hits Something for 17 lightning damage.
Kudzudrawf's nature damage is no longer so potent.
Your summoned Kudzudrawf's mucus ooze disappears.
Kudzudrawf hits Something for 17 lightning damage.
Kudzudrawf picks up (f.): shatter afflictions rune (absorb 20; cd 12).
Your summoned Kudzudrawf's mucus ooze disappears.
Kudzudrawf hits Something for 17 lightning damage.
Your summoned Kudzudrawf's mucus ooze disappears.
Kudzudrawf hits Something for 17 lightning damage.







































































































































