










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. 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 | Skeleton |
| Class | Reaver |
| Level / Exp | 17 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by Saleta the blue jelly at level 17 on the 6th Decay 122nd year of Ascendancy at 22:04 4 / 1 |
Primary Stats
| Strength | 28 (base 19) |
| Dexterity | 27 (base 11) |
| Constitution | 30 (base 26) |
| Magic | 47 (base 44) |
| Willpower | 25 (base 10) |
| Cunning | 21 (base 10) |
Resources
| Life | 520/520 |
| Mana | 351/351 |
| Vim | 218/218 |
| Healing Factor | 1.1592147729953 |
| Regeneration | 0.28980369324882 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 40 |
| Crit Chance | 8% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 40 |
| Crit Chance | 4% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Nature | +14% |
| Arcane | +3% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Blight | +10% |
| Arcane | +15% |
| Mind | +5% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 37.08934837382 (81.151787968034%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 31 |
| Physical Save | 26 |
| Spell Save | 26 |
| Mental Save | 30 |
Defense: Resistances
| Cold | + 28%( 70%) |
| Darkness | + 26%( 70%) |
| Nature | + 25%( 70%) |
| Temporal | + 13%( 70%) |
| Blight | + 16%( 70%) |
| Fire | + 23%( 70%) |
| Mind | + 9%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Bleed Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Corruption / Scourge | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Rot | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed red crystal shard. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed pouch of bone giant dust. | 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 within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Dourwind' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +2 Con dps ---------- Melee Ret 6 mind On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +4 Fatigue +3% Resists +6% cold Phys.save +13 (+7 eff.) Mind.save +13 (+7 eff.) ---------- misc Equi/ret +0.20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Elikira'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun +1 Wil dps ---------- Crit.mult +5.00% Res.pen +5% mind ----- def ----- Max.HP +42.00 ---------- misc Psi/ret +0.08 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 | Elunor (10 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +5% acid On Hit (Melee): * 10% chance to reduce armor by 30% ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue +5% Resists +3% darkness +9% temporal Die.at -40.00 life ---------- misc Stam/ret +0.90 Equi/ret +0.90 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% 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. |
| Tool | Dimbutcher (dig speed 20 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Wil dps ---------- Res.pen +10% darkness +10% blight ----- def ----- Resists +6% darkness +6% fire Spell.save +3 (+2 eff.) ---------- misc Mana/turn +0.04 Max.mana +40.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Oluvon the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun +2 Con dps ---------- Dmg.mod +11% nature +3% acid Melee Ret 6 acid ----- def ----- Resists +22% nature Crit.chn- 15.00% Rings make your fingers look great! |
| On fingers | Ravenrupture the steel ring0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +2 Str +7 Dex +4 Cun dps ---------- Dmg.mod +3% arcane Res.pen +15% arcane Acc +12 (+4 eff.) Melee Ret 2 darkness ----- def ----- Armour +4 Rings make your fingers look great! |
| Around neck | insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% fire +10% cold Amulets make your neck look great! |
| In main hand | Rootschism (140% power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 140% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +8 darkness While equipped: Stats +3 Wil dps ---------- Mind.pwr +15 (+7 eff.) Dmg.mod +3% nature ---------- misc Hate/m.crit +1.00 Max.psi +50.00 One-handed war axes. |
| Around waist | blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +9 (+5 eff.) Stealth +6 A belt that goes around your waist. |
| In off hand | steel mace 'Flareglean' (123% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 123% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +10 cold While equipped: Stats +1 Mag +3 Wil dps ---------- Spell.pwr +7 (+3 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% fire Def/telep +15 Res/telep +15% Dur/telep +15% Blunt and deadly. |
| Cloak | linen cloak 'Belolema' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +4 Wil +2 Cun dps ---------- Crit.mult +15.00% Dmg.mod +3% mind +3% acid ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+3 eff.) ---------- misc Equi/ret +0.04 Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Deledan (0 def, 14 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +9% acid ----- def ----- Armour +14 Fatigue +22% Resists +12% blight +9% cold +5% mind +14% darkness Mind.save +12 (+6 eff.) ---------- misc Light +1 A suit of armour made of metal plates. |
Inventory
wild infusion (res 15%; magical; dur 3; cd 13)0.1 infusion scroll [Normal] 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 15% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the titan (regen 827% over 10 turns; mana 41; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 827% for 10 turns (3 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 92; dur 4; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 92 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
copper ring 'Bregidelathahir'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +3 Dex dps ---------- Crit.mult +10.00% Acc +6 (+2 eff.) ----- def ----- Resists +2% physical Spell.save +3 (+2 eff.) Rings make your fingers look great! |
marksman's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% fire Acc +6 (+2 eff.) ----- def ----- Resists +22% fire Rings make your fingers look great! |
balanced steel battleaxe (125% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master Power 125% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +9 (+5 eff.) Disarm- +36% Massive two-handed battleaxes. |
hateful steel battleaxe of dampening (121% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Disrupt/Psionic Power 122% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 darkness Against +9% Living While equipped: ----- def ----- Resists +12% acid +12% lightning +10% cold +10% fire +5% all Spell.save +9 (+5 eff.) Massive two-handed battleaxes. |
steel battleaxe of crippling (122% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Master Power 122% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Massive two-handed battleaxes. |
Chamadar the Kilnbait (132% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 133% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +4 acid On Hit: * 20% chance to reduce all saves and defense by 20 While equipped: dps ---------- Res.pen +20% mind +15% fire ----- def ----- Resists +3% fire Sharp, short and deadly. |
balanced steel dagger (108% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 108% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +5 (+3 eff.) Disarm- +23% Sharp, short and deadly. |
dwarven-steel dagger (121% power, 7 apr)1.0 T3 dagger 1H weapon [Normal] Power 122% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
manaburning steel dagger of massacre (118% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Disrupt/Master Power 119% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 10 arcane resource burn Sharp, short and deadly. |
dwarven-steel greatmaul (148% power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 148% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
steel greatmaul of daylight (136% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +7 light Against +13% Undead Massive two-handed mauls. |
balanced steel greatsword of phasing (121% power, 9 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 122% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +3.0% Atk.spd 100% Phasing +16% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +9 (+5 eff.) Disarm- +28% Massive two-handed swords. |
ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Longbows are used to shoot arrows at your foes. |
steel longsword (108% power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
steel longsword of erosion (110% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 nature Sharp, long, and deadly. |
Harintir the steel mace (109% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Nature/Master Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 nature On Crit: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 While equipped: Stats +1 Str dps ---------- Dmg.mod +7% physical Res.pen +20% acid Acc +7 (+2 eff.) Melee Ret 4 acid ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% Blunt and deadly. |
steel mace (110% power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
horrifying vined mindstar of clarity (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 4 mind 4 darkness Dmg.mod +4% mind +3% darkness ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Max.psi +18.00 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. |
projecting vined mindstar of frost (87% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 6 cold Dmg.mod +7% lightning +6% fire +14% cold Res.pen +4% cold ----- def ----- Armour +9 Resists +7% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection 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. |
Prismnigh the yew vilestaff (120% power, 4 apr, blight element)5.0 T3 staff 2H weapon [Rare] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +3% Spell.pwr +12 (+5 eff.) Dmg.mod +20% blight +18% light +3% mind Res.pen +5% light +15% mind ----- def ----- Resists +6% light HP.reg +0.70 Heal.mod +16% ---------- misc Light +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Obsidianparry the dwarven-steel waraxe (125% power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Psionic Power 126% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +22 darkness Against +10% Living On Hit.r1 +4 cold On Hit: * 20% chance to reduce damage dealt by 17% While equipped: dps ---------- Dmg.mod +6% nature +12% darkness One-handed war axes. |
acidic iron waraxe (102% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 102% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 One-handed war axes. |
acidic steel waraxe of massacre (122% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 One-handed war axes. |
slime-covered steel waraxe (107% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Disrupt Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 7% chance to slow global speed by 46% One-handed war axes. |
steel waraxe 'Icenail' (122% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 20% chance to reduce armor by 30% * Create an explosion dealing 64 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +10% lightning +6% cold Res.pen +7% lightning Acc +7 (+2 eff.) Melee Ret 2 cold ----- def ----- Defense +7 (+4 eff.) Disarm- +20% One-handed war axes. |
Zeragrim the Gloomhunger1.0 T3 belt armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +9% mind +3% darkness Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +7% acid +12% darkness +3% mind +7% blight ---------- misc Light +2 A belt that goes around your waist. |
Cloak of Deception =undead=1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Makalthorion the linen cloak (1 def, 2 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +2 Defense +1 (+1 eff.) Resists +3% fire +5% arcane +6% darkness Phys.save +3 (+2 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crackletooth (3 def, 3 armour)2.0 T3 cloth armor [Rare] Master While equipped: Stats +4 Str +3 Dex +3 Con dps ---------- Dmg.mod +9% lightning Acc +5 (+2 eff.) ----- def ----- Armour +3 Defense +3 (+2 eff.) Resists +11% all Phys.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nimbusmortal the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +13% mind Res.pen +25% acid +5% darkness +15% lightning Melee Ret 10 acid ----- def ----- Resists +13% mind +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +5 Wil ----- def ----- Resists +9% all ---------- misc Mana/turn +0.12 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +9% all Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dagifang the Shimmerwish (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +6% lightning +3% blight Res.pen +15% lightning On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Def/telep +15 Res/telep +15% Dur/telep +15% Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 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. A pair of boots made of leather. |
Gunutar the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Crit.mult +5.00% Mov.spd +10% On Hit (Melee): * 20 arcane resource burn * 20% chance to slow global speed by 46% ----- def ----- Armour +1 Fatigue -5% Mind.save +3 (+2 eff.) Max.HP +33.00 ---------- misc Stam/turn +0.30 Hate/m.crit +2.00 A pair of boots made of leather. |
Fogmistress the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Melee+ 16 mind 18 darkness Dmg.mod +6% darkness +12% cold Res.pen +10% mind On Hit (Melee): * 11% chance to reduce all saves and defense by 20 ----- def ----- Armour +2 Mind.save -15 (-7 eff.) ---------- misc Psi/ret +0.12 Hate/m.crit +4.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 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% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Oaktreason the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +6% fire Res.pen +15% fire On Hit (Melee): * 20% chance to slow global speed by 46% * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +2 HP.reg +2.40 ---------- misc Stam/turn +0.50 Psi/turn +0.15 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. |
polar rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 5 cold Dmg.mod +4% cold ----- def ----- Armour +1 Resists +5% cold 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. |
restful hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +2 HP.reg +1.00 ---------- misc Stam/turn +0.80 Max.stam +13.00 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. |
Betagata the Radiancewoe (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +5% light ----- def ----- Armour +3 Fatigue +3% Resists +12% nature Phys.save +18 (+9 eff.) Heal.mod +5% A cap made of leather. |
Elakira the Festerblight (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Res.pen +10% darkness +10% acid On Hit (Melee): * 10% chance to slow global speed by 46% * 10% chance to reduce armor by 30% ----- def ----- Defense +2 (+1 eff.) Resists +9% nature ---------- misc Psi/turn +0.18 A pointy cloth hat, very wizardly... |
Glytta the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str +2 Wil +1 Con dps ---------- Melee Ret 4 mind ----- def ----- Armour +3 Fatigue +5% ---------- misc Stam/ret +0.90 Equi/ret +0.80 Light +3 See.Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Icepride (0 def, 3 armour) =water=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun +3 Wil dps ---------- Mind.crit +1% Mind.pwr +5 (+2 eff.) Dmg.mod +6% cold ----- def ----- Armour +3 Fatigue +5% Resists +10% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Hazesweep the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +18% cold Res.pen +5% darkness ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +3% darkness +9% cold Max.HP +38.00 HP.reg +4.00 Heal.mod +12% A suit of armour made of mail. |
Oakwish the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str dps ---------- Dmg.mod +3% nature +21% mind ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +12% darkness +7% physical ---------- misc Equi/ret +0.04 Max.hate +6.00 Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
dwarven-steel mail armour of lightning resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +15% lightning A suit of armour made of mail. |
impenetrable iron mail armour of stability (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +6% physical Phys.save +11 (+6 eff.) A suit of armour made of mail. |
steel mail armour 'Xanuta' (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% mind On Hit (Melee): * 10 arcane resource burn * 20% chance to reduce all saves and defense by 20 ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +19% lightning +5% arcane +6% blight Spell.save +6 (+3 eff.) A suit of armour made of mail. |
steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Max.HP +33.00 HP.reg +2.00 Heal.mod +12% A suit of armour made of mail. |
cured leather armour of the deep (6 def, 6 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +6 (+3 eff.) Fatigue +7% Resists +6% acid +7% cold ---------- misc Breathe water A suit of armour made of leather. |
hardened leather armour 'Voidbraze' (9 def, 6 armour)9.0 T3 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire Res.pen +25% darkness Melee Ret 2 darkness ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +6% cold Max.HP +34.00 HP.reg +4.00 Heal.mod +10% A suit of armour made of leather. |
prismatic cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +17% acid +11% light +11% darkness A suit of armour made of leather. |
rough leather armour of cold resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +16% cold A suit of armour made of leather. |
flaming dwarven-steel shield of purity (0 def, 6 armour, 138% power, 85 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 139% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +85 On Hit.r1 +12 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 5 fire ----- def ----- Armour +6 Fatigue +8% Resists +12% nature +11% blight ---------- misc Talents +1 Block Handheld deflection devices. |
flaming steel shield of lightning resistance (+15%) (0 def, 4 armour, 111% power, 40 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 111% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 On Hit.r1 +11 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 3 fire ----- def ----- Armour +4 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced steel shield (0 def, 6 armour, 120% power, 72.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 121% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +72 While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Camudothel the quiver of ash arrows (23/23, 122% power, 7 apr)3.0 T2 arrow ammo [Random Unique] Arcane/Master/Psionic Power 122% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +7 Crit +1.5% Capacity 23 Ranged+ +17 physical +4 arcane On Crit.r2 +4 arcane On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * Create an explosion dealing 73 cold damage (1/turn) * 20% chance to knock the target back 3 spaces and deal 119 physical damage Arrows are used with bows to pierce your foes to death. |
Rimewolf (21/21, 153% power, 10 apr)3.0 T3 arrow ammo [Rare] Master Power 154% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 21 On Hit.r1 +8 darkness +16 cold On Crit.r2 +8 cold On Hit: * 20% chance to reduce damage dealt by 17% Arrows are used with bows to pierce your foes to death. |
10 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. |
116 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. |
2 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. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
pouch of dwarven-steel shots (23/23, 137% power, 3 apr)3.0 T3 shot ammo [Normal] Power 137% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 23 Shots are used with slings to pummel your foes to death. |
pouch of steel shots (21/21, 125% power, 2 apr)3.0 T2 shot ammo [Normal] Power 126% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Shots are used with slings to pummel your foes to death. |
yew totem of healing 'Burnblow' [power 230] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Res.pen +25% acid Melee Ret 10 mind 4 fire ----- def ----- Resists +9% mind Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
2 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. |
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. |
7 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. |
9 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. |
9 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Vengervi the Skeleton Reaver level 14
52nd Haze 122nd year of Ascendancy at 21:24 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Vengervi the Skeleton Reaver level 10
23rd Haze 122nd year of Ascendancy at 02:20 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Vengervi the Skeleton Reaver level 17
6th Decay 122nd year of Ascendancy at 21:29 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Vengervi the Skeleton Reaver level 8
77th Dusk 122nd year of Ascendancy at 01:40 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Vengervi the Skeleton Reaver level 8
75th Dusk 122nd year of Ascendancy at 04:49 see stats
Log
The protective shield of Vengervi disappears.
Shadow casts Fade.
Shadow fades!
Shadow hits Vengervi for 14 physical damage.
Melee retaliation hits Shadow for 0 acid, 0 mind, 0 darkness (0 total damage).
Vengervi casts Worm Walk.
Vengervi is out of phase.
Carrion worm mass's wormblight area effect hits Shadow for 0 blight damage.
Carrion worm mass's wormblight area effect hits Shadow for 23 blight damage.
Vengervi casts Rune: Blink.
Ruin hits Vengervi for 4 healing, 4 healing (0 total damage) [8 healing].
Vengervi hits Something for 20 blight, 8 blight, 16 blight, 5 cold, 8 blight (57 total damage).
Carrion worm mass's wormblight area effect hits Shadow for 26 blight damage.
Carrion worm mass's wormblight area effect hits Shadow for 23 blight damage.
Decrepitude Disease from Vengervi hits Saleta the blue jelly for 16 blight damage.
Shadow casts Shadow Flames.
Vengervi casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Shadow hits Vengervi for 56 fire damage.
Saleta the blue jelly uses Willful Strike.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 21.
The powerful blow energizes Vengervi reducing their cooldowns!
Saleta the blue jelly hits Vengervi for 79 cold damage.
Vengervi the level 17 skeleton reaver was cooled to death by Saleta the blue jelly on level 1 of Sandworm lair.
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saleta the blue jelly killed Vengervi!



















































































































