












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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: Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 Items Vault 1.7.0Donators/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. 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. Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Custom Difficulty 1.7.4Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. 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 Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Sun Paladin |
| Level / Exp | 36 / 23% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 94 (base 60) |
| Dexterity | 11 (base 10) |
| Constitution | 77 (base 40) |
| Magic | 65 (base 60) |
| Willpower | 16 (base 10) |
| Cunning | 23 (base 27) |
Resources
| Life | 1837/1916 |
| Positive | 110/119 |
| Stamina | 284/284 |
| Healing Factor | 1.5282419580055 |
| Regeneration | -8.1669683085559 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | -4.4408920985006E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 131 |
| Accuracy | 50 |
| Crit Chance | 31% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 8 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +42% |
| Cold | -7% |
| Blight | -8% |
| Physical | +3% |
| Fire | +14% |
| All | -13% |
Offense: Damage Penetration
| Light | +50% |
| Cold | +20% |
Defense: Base
| Armour (hardiness) | 83.275148224652 (100%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 30 |
| Physical Save | 73 |
| Spell Save | 63 |
| Mental Save | 65 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Physical | + 32%( 70%) |
| Cold | + 55%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 29%( 70%) |
| Light | + 47%( 70%) |
| Temporal | + 20%( 70%) |
| Fire | + 40%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Disarm Resistance | 37% |
| Silence Resistance | 30% |
| Bleed Resistance | 0% |
| Confusion Resistance | 26% |
| Knockback Resistance | 0% |
| Stun Resistance | 25% |
| Instadeath Resistance | 100% |
| Blind Resistance | 67% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
| 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 121 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 731% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 463 damage for 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: 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. |
Class Talents
| Celestial / Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Crusader | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Light | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Second Life |
| talent | Retribution |
| talent | Shield of Light |
| talent | Searing Sight |
| beneficial effect | The target is filled with the Sun's fury, next Sun Beam will be instant cast. Sun's Vengeance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is attuned to the wild, increasing all damage affinity by 12% and reducing a random debuff duration by 2 each turn. Primal Attunement |
| detrimental effect | The target is being driven mad by the void, taking 31.68 darkness damage per turn and reducing all powers by 17. Dark Whispers |
| beneficial effect | The target's skin turns to stone, granting 22 armour, 20% armour hardiness, 26 physical save and 26 spell save. Dwarven Resilience |
| detrimental effect | Vakuum Dwarf the 31th is fed upon by The Divine Writhing Mass. Fed Upon |
| detrimental effect | The target's mind and body is wasting away, reducing all stats by 4. AtrophyThis effect will fade in 2 turns if the source is not in line of sight. |
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 lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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.' * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 skeleton mage skull. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * '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.' * You've found the needed giant spider spinneret. | 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 within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Berilar the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +2 Mag +3 Wil +8 Lck dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +9 ----- def ----- Armour +3 Stealth +5 Silence- +20% Confus- +26% Stun/Frz- +25% ---------- misc Max.vim +40.00 A pair of boots made of leather. |
| Light source | brass lantern 'Cobrakill'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Melee Ret 4 light ----- def ----- Resists +6% acid +9% temporal +3% nature +6% cold Max.HP +42.00 ---------- 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. |
| On head | 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 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | heroic drakeskin leather gloves of the juggernaut (0 def, 6 armour)1.0 T4 hands armor [Ego++] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Phys.save +14 (+4 eff.) Spell.save +7 (+2 eff.) Mind.save +17 (+4 eff.) Max.HP +54.00 Disarm- +37% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 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 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | steel torque of clear mind 'Glorotira' [power 2] (25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +5 Con dps ---------- Acc +10 (+3 eff.) Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Sleetdare0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +12 Str +1 Mag +12 Con dps ---------- Phys.pwr +9 (+3 eff.) Melee+ 12 light Ranged+ 13 light Dmg.mod +13% light +3% cold ----- def ----- Armour +8 Rings make your fingers look great! |
| On fingers | Adeldatha the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +3 Mag +6 Con dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 23 light Ranged+ 22 light Dmg.mod +12% light ----- def ----- Armour +4 Defense +25 (+12 eff.) Phys.save +11 (+3 eff.) Spell.save +11 (+3 eff.) Mind.save +12 (+3 eff.) Silence- +10% Rings make your fingers look great! |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Corpathus (150% power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +13.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +14.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| Around waist | rough leather belt 'Eilinyyavena'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Phys.pwr +10 (+3 eff.) Acc +20 (+7 eff.) ----- def ----- Resists +3% physical Max.HP +32.00 A belt that goes around your waist. |
| In off hand | Ulfomaroddatar the dwarven-steel shield (0 def, 6 armour, 140% power, 84.5 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 140% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +84 Melee+ +13 lightning On Hit.r1 +4 mind While equipped: Stats +3 Dex dps ---------- Mind.crit +2% Mind.pwr +5 (+5 eff.) Melee Ret 9 lightning 8 mind ----- def ----- Armour +6 Fatigue +8% Resists +10% lightning +15% fire +19% cold ---------- misc Equi/ret +0.04 Talents +1 Block Handheld deflection devices. |
| Cloak | Smolderrupture the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +6% physical +9% fire ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Icestalker (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Melee+ 9 acid 11 fire Dmg.mod +3% cold Res.pen +20% cold Melee Ret 10 acid 10 fire ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +18% acid +17% fire +9% lightning +24% cold Max.HP +35.00 HP.reg +4.00 Heal.mod +12% A suit of armour made of mail. |
Inventory
healing infusion of the warrior (heal 228; cd 10)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 228 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -495; dur 6; cd 33)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -495 life. The duration and life will increase by 1% for every 1% life you have lost (currently 515 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 437%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 437% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 725%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 725% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 742%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 742% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the titan (speed 795%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 795% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 444; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 444 life over 5 turns. 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. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 487; 12 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 487 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 317; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 317 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 281; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 281 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the duelist (res 18%; magical; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 29%; magical; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; physical, cold, arcane, fire)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 3 cold, 4 arcane, 3 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 94; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 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 94 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 199; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 199 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Hettygund the Spiderfurnace0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +9% nature Res.pen +15% nature On Hit (Melee): * 20% chance to reduce damage dealt by 5% ----- def ----- Resists +3% mind +9% nature Phys.save +6 (+2 eff.) Max.HP +40.00 HP.reg +2.00 Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+5 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... |
Xanywyn the Cystvault0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +3% nature +9% fire Melee Ret 10 nature On Hit (Melee): * 10% chance to slow global speed by 27% ----- def ----- Resists +3% acid Amulets make your neck look great! |
copper amulet of murder0.1 T1 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +10.00% Acc +5 (+2 eff.) Apr +10 Amulets make your neck look great! |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% light +11% darkness Blind- +21% Amulets make your neck look great! |
Abysswyrd the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind +9% fire On Hit (Melee): * 10% chance to reduce all saves and defense by 5 ----- def ----- Resists +9% mind +3% fire Max.HP +21.00 Disarm- +21% Pinning- +23% Knockbk- +23% Rings make your fingers look great! |
Dagydur0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun +1 Str dps ---------- Melee+ 7 physical Ranged+ 7 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 5 On Hit (Ranged): * 11% chance to reduce all saves and defense by 5 ----- def ----- Resists +3% acid Crit.chn- 5.00% HP.reg +2.00 Knockbk- +20% ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Infravis +3 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Xotha the Smearsmasher0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +10% mind On Hit (Melee): * 10% chance to slow global speed by 27% ----- def ----- Resists +12% mind +3% cold Phys.save +7 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! |
copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +7 ----- def ----- Defense +7 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 89% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 8.40 cold and 9.31 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
steel ring 'Flasharc'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Res.pen +20% fire Acc +8 (+3 eff.) ----- def ----- Defense +15 (+7 eff.) Resists +3% blight +1% physical +6% darkness Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Mayisevena0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Dex +2 Con dps ---------- Dmg.mod +6% physical ----- def ----- Resists +2% physical Die.at -80.00 life HP.reg +4.00 Stun/Frz- +31% Rings make your fingers look great! |
Strikewar the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% lightning +25% temporal Res.pen +25% temporal Melee Ret 8 lightning ----- def ----- Resists +31% temporal Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
Crackleslice the voratun ring0.1 T5 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% lightning +20% darkness +30% arcane Res.pen +25% blight ----- def ----- Resists +40% darkness +20% blight Rings make your fingers look great! |
infernal elven-wood magestaff of wizardry (129% power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +4% Crit.mult +26.00% Spell.pwr +24 (+10 eff.) Melee+ 19 fire Dmg.mod +25% fire ---------- misc Max.mana +55.00 See.Invis +17 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blighted dragonbone starstaff of breaching (136% power, 6 apr, physical element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +21 (+9 eff.) Dmg.mod +30% physical Res.pen +15% physical ---------- misc Vim/s.crit +3.00 Max.vim +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel dragonbone magestaff of might (136% power, 6 apr, cold element)5.0 T5 staff 2H weapon [Ego] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +25% Crit.mult +16.00% Spell.pwr +15 (+7 eff.) Dmg.mod +30% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone starstaff of the prodigy (136% power, 6 apr, temporal element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +17 Mag +14 Wil +12 Cun dps ---------- Spell.crit +5% Spell.pwr +24 (+10 eff.) S.pwr/crit +7 Dmg.mod +30% physical +30% temporal +30% darkness +30% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone starstaff (136% power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +5% Spell.pwr +23 (+10 eff.) Melee+ 16 arcane Dmg.mod +30% darkness ---------- misc Max.mana +87.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone vilestaff of might (136% power, 6 apr, acid element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +13% Spell.pwr +23 (+10 eff.) Melee+ 26 arcane Dmg.mod +30% acid ---------- misc Max.mana +60.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging dragonbone starstaff of fate (136% power, 6 apr, temporal element)5.0 T5 staff 2H weapon [Ego] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +15 (+7 eff.) S.pwr/crit +7 Dmg.mod +30% temporal ----- def ----- Phys.save +8 (+2 eff.) Spell.save +11 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Voidrazor the stralite battleaxe (152% power, 3 apr)3.0 T4 battleaxe 2H weapon [Rare] Arcane Power 152% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 While equipped: dps ---------- Crit.mult +15.00% S.pwr/crit +4 Dmg.mod +18% darkness +18% blight ----- def ----- Resists +9% darkness Spell.save +18 (+5 eff.) ---------- misc Mana/s.crit +2.00 Max.mana +40.00 Massive two-handed battleaxes. |
Eloritira the voratun battleaxe (170% power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Master/Psionic Power 171% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +9 Con dps ---------- Phys.pwr +13 (+4 eff.) Dmg.mod +6% mind Res.pen +16% physical +17% all Acc +30 (+9 eff.) Apr +16 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% temporal Mind.save +9 (+2 eff.) Disarm- +41% Massive two-handed battleaxes. |
Runenariblek (163% power, 3 apr)5.0 T4 greatmaul 2H weapon [Rare] Psionic Power 163% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit.r2 +20 mind On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +9% blight +15% acid Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce armor by 28% ----- def ----- Spell.save +6 (+2 eff.) Mind.save +18 (+4 eff.) ---------- misc Mana/turn +0.20 Mana/s.crit +2.00 Massive two-handed mauls. |
quick voratun greatmaul of erosion (184% power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego+] Nature/Master Power 184% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +17 nature While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Dmg.mod +10% blight Acc +20 (+7 eff.) Massive two-handed mauls. It was corrupted by the digestive sack. |
Spectral Blade (130% power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 131% Range: 1.6x Uses 10% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+3 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
stormbringer's voratun greatsword of rage (173% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Nature/Master Power 173% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +23 lightning +42 cold While equipped: Stats +12 Str dps ---------- Mov.spd +50% Dmg.mod +14% physical Res.pen +34% lightning +21% cold Acc +35 (+10 eff.) Massive two-handed swords. |
truestriking voratun greatsword (174% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Master Power 174% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +20% physical Acc +20 (+7 eff.) Apr +14 Massive two-handed swords. |
Stormrazor (152% power, 6 apr)3.0 T5 longsword 1H weapon [Rare] Master Power 152% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +20 mind On Crit: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Cun +2 Wil dps ---------- Phys.crit +15.0% Crit.mult +10.00% Phys.pwr +13 (+4 eff.) Dmg.mod +30% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 5 Sharp, long, and deadly. |
quick dwarven-steel waraxe of erosion (120% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Nature/Master Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 nature While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Acc +11 (+4 eff.) One-handed war axes. |
truestriking voratun waraxe of shearing (151% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Master Power 151% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical +10% all Acc +33 (+10 eff.) Apr +20 One-handed war axes. |
voratun waraxe of shearing (150% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Master Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% all Acc +21 (+7 eff.) Apr +13 One-handed war axes. |
enhanced voratun dagger of crippling (148% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Nature/Master Power 148% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +8 Str +8 Dex +6 Mag +9 Wil +8 Cun +8 Con dps ---------- Phys.crit +10.0% Sharp, short and deadly. |
voratun dagger 'Ashire' (148% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Rare] Master Power 148% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +12 fire While equipped: dps ---------- Dmg.mod +27% light +9% cold Res.pen +15% physical Acc +25 (+8 eff.) Apr +13 Melee Ret 10 temporal ----- def ----- Resists +30% fire Sharp, short and deadly. |
voratun dagger of amnesia (147% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Psionic Power 147% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Sharp, short and deadly. |
resonating living mindstar of frost (114% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+10 eff.) Melee+ 9 cold Dmg.mod +6% mind +9% cold Res.pen +7% mind +12% cold ----- def ----- Armour +13 Resists +6% mind +14% cold Dmg.Resnn +8% ---------- misc Psi/ret +1.10 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
plaguebringer's voratun steamsaw of reflection (150% power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Steamtech Power 151% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +102 Melee+ +10 blight On Hit: 20% Epidemic 5 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 18 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% Resists +16% light +14% darkness Disease- +22% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw of amnesia (151% power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego+] Psionic/Steamtech Power 152% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +100 On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
runic drakeskin leather sling of piercing4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego++] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit: 10% Arcane Vortex 5 While equipped: Stats +4 Mag dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +10% arcane Res.pen +11% all Acc +14 (+5 eff.) Apr +10 Slings are used to hurl stones or metal shots at your foes. |
Arkul's Siege Arrows (14/14, 180% power, 100 apr)3.0 T5 arrow ammo Reqs Dex 20 [Unique] Master Power 180% Range: 1.4x Uses 70% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Negar (0 def, 4 armour, 110% power, 35 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Psionic When used to Attack: Power 110% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +35 Melee+ +13 physical On Hit: * 20 arcane resource burn While equipped: Stats +2 Wil ----- def ----- Armour +4 Fatigue +8% Resists +6% acid +11% physical +11% blight +12% nature +12% mind Shield.near.proj +17 Proj.slow +13% ---------- misc Talents +1 Block Handheld deflection devices. |
living voratun shield of physical resistance (+20%) (0 def, 10 armour, 178% power, 208.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 179% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +208 Melee+ +15 nature While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +20% blight +14% physical +15% nature Max.HP +65.00 ---------- misc Talents +1 Block Handheld deflection devices. |
shimmering woollen robe of the mind (+10%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Dmg.mod +12% arcane +10% mind ----- def ----- Resists +10% mind +9% all ---------- misc Max.mana +33.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+12 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+6 eff.) Resists +25% nature +13% all Phys.save +15 (+4 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+7 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Mintir the Morningking (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +3% acid +6% temporal +3% light Crit.chn- 10.00% Spell.save +12 (+3 eff.) Max.HP +27.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of mail. |
Gorikath the Unlightnail (4 def, 14 armour)14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 5% ----- def ----- Armour +14 Defense +4 (+2 eff.) Fatigue +4% Resists +19% blight +15% darkness Phys.save +9 (+2 eff.) HP.reg +4.00 ---------- misc Stam/turn +1.00 Light +1 A suit of armour made of mail. |
radiant voratun mail armour of Eyal (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +4 Wil ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +22% blight +21% darkness Max.HP +40.00 HP.reg +7.00 Heal.mod +15% ---------- misc Light +1 A suit of armour made of mail. |
searing voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 16 acid 12 fire Melee Ret 13 acid 12 fire ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +21% acid +13% fire A suit of armour made of mail. |
Radhigas the steel plate armour (0 def, 14 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Mind.pwr +10 (+10 eff.) Res.pen +5% mind ----- def ----- Armour +14 Fatigue +22% Resists +11% acid +13% cold +18% lightning ---------- misc Equi/ret +0.12 Breathe water A suit of armour made of metal plates. |
voratun plate armour 'Purepython' (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: dps ---------- Melee+ 13 acid 14 fire Dmg.mod +12% nature Res.pen +5% nature Melee Ret 14 acid 13 fire 6 light ----- def ----- Armour +16 Fatigue +22% Resists +26% acid +73% fire +6% nature Disease- +15% ---------- misc Light +3 A suit of armour made of metal plates. It was changed by the digestive sack. |
Charburst the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Melee Ret 6 fire On Hit (Melee): * 10% chance to reduce all saves and defense by 5 ----- def ----- Armour +4 Fatigue -5% Phys.save +12 (+3 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Max.enc +25 A belt that goes around your waist. |
Silywe the Shadowwasp1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str +1 Dex dps ---------- Melee Ret 2 mind 2 darkness ----- def ----- Defense +15 (+7 eff.) Max.HP +32.00 ---------- misc Stam/turn +2.00 A belt that goes around your waist. |
Squalorspar1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Spell.crit +1% S.pwr/crit +2 Melee Ret 4 arcane ----- def ----- Defense +9 (+4 eff.) Resists +6% nature Stealth +6 ---------- misc Vim/s.crit +1.00 A belt that goes around your waist. |
Cuthiruibar1.0 T5 belt armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +5 Dex +4 Wil +5 Cun +2 Con +8 Lck dps ---------- Dmg.mod +12% physical Apr +2 ----- def ----- Resists +10% acid +2% physical +11% blight Mind.save +12 (+3 eff.) Stealth +11 Max.HP +69.00 ---------- misc T.Disarm +17 Infravis +5 See.Invis +3 A belt that goes around your waist. |
noble's drakeskin leather belt of the giants1.0 T5 belt armor [Ego+] Master While equipped: Stats +6 Cun +7 Wil dps ---------- Phys.pwr +6 (+2 eff.) Against +34% Summoned ----- def ----- D.Red.from +21% Summoned Spell.save +12 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 32% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Dazzledredge the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Res.pen +5% nature ----- def ----- Armour +3 Fatigue +2% Resists +6% cold +3% nature +12% light Phys.save +5 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) ---------- misc Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Vilerupture' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% acid +6% darkness +3% blight +6% fire +6% cold Spell.save +9 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of voratun boots of tirelessness (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +4% HP.reg +6.00 Heal.mod +13% ---------- misc Stam/turn +1.20 Max.stam +29.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
brawler's hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +2 Str +5 Dex +2 Cun dps ---------- Acc +18 (+6 eff.) ----- def ----- Armour +2 Phys.save +7 (+2 eff.) ---------- misc Cooldown Double Strike -1 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. |
iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 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. |
dwarven-steel gauntlets 'Velytha' (5 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +12% physical Acc +10 (+3 eff.) Apr +3 ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +3% Resists +5% arcane +6% temporal HP.reg +7.00 ---------- misc Stam/turn +1.00 Max.stam +51.00 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. |
alchemist's voratun gauntlets of strength (+6) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +6 Str +2 Mag +3 Wil dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 8 acid 6 fire 7 cold 6 lightning ----- def ----- Armour +3 Fatigue +5% 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. |
hardened leather cap 'Suntitan' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Dex +5 Wil +3 Cun dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +25% physical Melee Ret 4 physical 2 fire ----- def ----- Armour +3 Fatigue +3% Resists +11% blight +3% physical Mind.save +11 (+3 eff.) ---------- misc Max.stam +20.00 Light +1 A cap made of leather. |
drakeskin leather cap 'Brenerath' (10 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +7 Cun +7 Dex dps ---------- Phys.crit +2.0% Acc +31 (+9 eff.) Apr +2 On Melee Ret: * 18% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +10 (+5 eff.) Fatigue +5% Resists +18% light +18% darkness Crit.chn- 10.00% ---------- misc Infravis +3 A cap made of leather. |
Kindlejustice the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% arcane +6% light ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +3% temporal +6% light Stun/Frz- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tideumbra (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: dps ---------- Res.pen +10% mind +10% cold Melee Ret 2 mind 2 cold On Hit (Melee): * 10% chance to reduce all saves and defense by 5 ----- def ----- Armour +3 Fatigue +5% Resists +7% blight +3% fire +5% nature +3% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dragonslayer's voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +10% acid +10% fire +10% lightning +11% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Gymira' (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +14 Str +9 Wil dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +20 (+9 eff.) Dmg.mod +9% blight Res.pen +10% blight ----- def ----- Armour +5 Fatigue +5% Resists +12% physical Phys.save +34 (+8 eff.) ---------- misc Mana/s.crit +1.00 Max.vim +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
6 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. |
11 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. |
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 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
3 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. |
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. |
2 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
355 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. |
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.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's voratun pickaxe (dig speed 22 turns)3.0 T5 digger tool [Ego] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +7% nature ----- def ----- Resists +13% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 115% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
Yvusemira the Shinespike [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% light Res.pen +5% light ----- def ----- Resists +3% light +9% mind ---------- misc Max.hate +4.00 Blast the opponent's mind dealing 91 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered iron torque of psionic shield [power 47] (34 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 34 cooldown Torques are made by powerful psionics to store psionic powers. |
Stormcast the ash wand of conjuration [power 170] (15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +25% lightning +5% mind ---------- misc Wards +3 acid +2 temporal +3 light +3 nature Talents +1 Ward Fire a magical bolt dealing 158 cold damage Puts all charms on 15 cooldown 100% to reduce fatigue by 27% for 2 turns. 100% to increase all damage penetration by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+4 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 135 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
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. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Vakuum Dwarf the 31th the Dwarf Sun Paladin level 21
41st Profit 122nd year of Ascendancy at 22:52 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Vakuum Dwarf the 31th the Dwarf Sun Paladin level 25
24th Dearth 122nd year of Ascendancy at 10:38 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Vakuum Dwarf the 31th the Dwarf Sun Paladin level 36
14th Loss 122nd year of Ascendancy at 20:52 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Vakuum Dwarf the 31th the Dwarf Sun Paladin level 10
29th Voratun 122nd year of Ascendancy at 11:15 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Vakuum Dwarf the 31th the Dwarf Sun Paladin level 20
18th Profit 122nd year of Ascendancy at 09:35 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Vakuum Dwarf the 31th the Dwarf Sun Paladin level 30
44th Dearth 122nd year of Ascendancy at 04:51 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Vakuum Dwarf the 31th the Dwarf Sun Paladin level 22
15th Dearth 122nd year of Ascendancy at 14:27 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Vakuum Dwarf the 31th the Dwarf Sun Paladin level 22
21st Dearth 122nd year of Ascendancy at 08:17 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Vakuum Dwarf the 31th the Dwarf Sun Paladin level 8
18th Voratun 122nd year of Ascendancy at 19:00 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Vakuum Dwarf the 31th the Dwarf Sun Paladin level 8
28th Voratun 122nd year of Ascendancy at 19:20 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Vakuum Dwarf the 31th the Dwarf Sun Paladin level 18
6th Profit 122nd year of Ascendancy at 13:28 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Vakuum Dwarf the 31th the Dwarf Sun Paladin level 26
26th Dearth 122nd year of Ascendancy at 01:28 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Vakuum Dwarf the 31th the Dwarf Sun Paladin level 19
14th Profit 122nd year of Ascendancy at 20:56 see stats
Log
Vakuum Dwarf the 31th's spell attains critical power!
Vakuum Dwarf the 31th is filled with the Sun's fury!
Vakuum Dwarf the 31th regains their strength.
Vakuum Dwarf the 31th is wasting away.
Malyu is wasting away.
The Divine Writhing Mass shrugs off the effect 'Dazed'!
The Divine Writhing Mass is dazed!
Zubethra the corrupted acidic digestor is poisoned with crippling blight!
Malyu shrugs off Corrupted mastocytic feeder's 'Numbing Blight'!
Malyu is poisoned numbing blight!
Vakuum Dwarf the 31th's spell attains critical power!
Vakuum Dwarf the 31th resists Corrupted mastocytic feeder's 'Blight Poison'!
The Divine Writhing Mass is not dazed anymore.
The Divine Writhing Mass shrugs off Corrupted mastocytic feeder's 'Blight Poison'!
The Divine Writhing Mass is poisoned with blight!
Shield of Light hits Vakuum Dwarf the 31th for 25 healing, 25 healing, 25 healing, 25 healing (0 total damage) [101 healing].
Searing Sight hits Zubethra the corrupted acidic digestor for 20 light damage.
Searing Sight hits The Divine Writhing Mass for 18 light damage.
Searing Sight hits Corrupted mastocytic feeder for 22 light damage.
Searing Sight hits Shadow for 40 light damage.
Corrupted mastocytic feeder's blight poison area effect hits Vakuum Dwarf the 31th for (12 absorbed), 12 blight (12 total damage).
Corrupted mastocytic feeder's blight poison area effect hits Malyu for (28 absorbed), 0 blight (0 total damage).
Corrupted mastocytic feeder's blight poison area effect hits The Divine Writhing Mass for 14 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Zubethra the corrupted acidic digestor for 22 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Shadow for 28 blight damage.
Dark Whispers from The Divine Writhing Mass hits Vakuum Dwarf the 31th for (15 absorbed), 15 darkness (15 total damage).
The Divine Writhing Mass hits Vakuum Dwarf the 31th for (88 absorbed), 88 temporal, (32 absorbed), 32 temporal (120 total damage).
Vakuum Dwarf the 31th uses Infusion: Primal.
Vakuum Dwarf the 31th attunes to the wild.
























































































































































