
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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:
Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: FlexSpec Respec Limitation Relaxer 1.5.5(new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
QuickTome QoL Changes mod. Grouping 1.7.2This addon requires QuickTome QoL Changes installed. This addon group the destinations for Improved Rod of Recall to make it easier to find the destination. Grouped: Maj'Eyal Main Dungeons are Main Dungeons are sorted by tier. Other Zones are sorted by name. Also add some destinations. P.S. minmay Weight: 216891(QuickTome QoL Changes' value + 1) Overload: 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:
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. 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. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 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 | Nightmare Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Wanderer |
| Level / Exp | 30 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by Narawander at level 12 on the 10th Profit 122nd year of Ascendancy at 01:39 0 / 7Killed by Grand Corruptor at level 30 on the 16th Dearth 122nd year of Ascendancy at 01:46 Killed by Grand Corruptor at level 30 on the 16th Dearth 122nd year of Ascendancy at 05:25 Killed by Grand Corruptor at level 30 on the 16th Dearth 122nd year of Ascendancy at 06:42 Killed by Grand Corruptor at level 30 on the 16th Dearth 122nd year of Ascendancy at 09:44 Killed by Grand Corruptor at level 30 on the 16th Dearth 122nd year of Ascendancy at 11:52 Killed by Grand Corruptor at level 30 on the 16th Dearth 122nd year of Ascendancy at 14:23 |
Primary Stats
| Strength | 53 (base 32) |
| Dexterity | 21 (base 17) |
| Constitution | 28 (base 12) |
| Magic | 74 (base 60) |
| Willpower | 32 (base 10) |
| Cunning | 55 (base 31) |
Resources
| Mana | 231/384 |
| Equilibrium | 250 |
| Vim | 120/216 |
| Life | -95/978 |
| Stamina | 242/242 |
| Hate | 100/100 |
| Healing Factor | 1.1856298990388 |
| Regeneration | 12.152706465148 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 49.88578217881 |
| See Invisible | 52.88578217881 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 43 |
| Crit Chance | 22% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +7% |
| Physical | +12% |
| Cold | +53% |
| All | 0% |
| Darkness | +12% |
| Light | +15% |
| Temporal | +3% |
| Fire | +17% |
| Lightning | +22% |
Offense: Damage Penetration
| Acid | +30% |
| Light | +30% |
| Temporal | +45% |
| Cold | +50% |
| Lightning | +45% |
| Mind | +30% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 14.000000000001 (35.65183292883%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 4 |
| Physical Save | 47 |
| Spell Save | 43 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 46%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 32%( 70%) |
| Light | + 22%( 70%) |
| Physical | + 43%( 70%) |
| Mind | + 38%( 70%) |
| Lightning | + 34%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Pinning Resistance | 27% |
| Bleed Resistance | 20% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Stun Resistance | 62% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 649% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 82 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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 191 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1044% for 10 turns (94 total) and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Strife | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cunning / Trapping | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Summoning (utility) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Corruption / Black-magic | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 |
You failed to protect the injured seer from death by skeleton warrior. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You failed to protect the repented thief from death by Voruth the vampire. Escort: repented thief (level 2 of Daikara) | failed |
You failed to protect the repented thief from death by Cyrith the wolf. Escort: repented thief (level 3 of Trollmire) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | 452 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
| Light source | brass lantern 'Boltpall'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +15% lightning +15% cold On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +6% acid +3% lightning Life +40.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Snowream (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +5 Str +7 Wil +5 Cun offense ------ Physical Power +8 (+3 eff.) Mindpower +10 (+3 eff.) Ignore resists +10% cold defense ------ Armor +4 Fatigue +4% Resistance +8% physical Physical save +9 (+3 eff.) Mind save +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Chiyarak (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ Spell Crit +6% Spellpower +9 (+3 eff.) Ignore resists +15% temporal defense ------ Armor +2 Resistance +6% cold +6% darkness +15% mind Physical save +6 (+2 eff.) Unlife -80.00 life Poison Resist +20% other ------- Mana/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. |
| Tool | Boltravage the yew totem of healing [power 296] (7/9 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +12% lightning Ignore resists +5% acid +5% lightning On-Hit (Melee): * 20% chance to reduce armor by 36% defense ------ Resistance +6% lightning other ------- Light +2 Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 9 cooldown 100% to heal for 48. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel citrine ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +6 Wil +9 Cun offense ------ Spellpower +8 (+3 eff.) Mindpower +7 (+2 eff.) defense ------ Resistance +9% nature +1% physical Life Regen +3.00 Stun Resist +22% other ------- Light +4 Infravision +4 See Invis +3 Rings make your fingers look great! |
| On fingers | gold Prothotipe's Prismatic Eye ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +6 Dex +5 Mag +5 Cun +5 Con offense ------ Damage +10% lightning +10% fire +10% cold Accuracy +8 (+3 eff.) other ------- Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Rings make your fingers look great! |
| Around neck | Dawnstrider the steel amulet =stun=0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +3% light +3% temporal Ignore resists +5% light +5% temporal When Hit 6 light defense ------ Fatigue -5% Resistance +11% mind +12% lightning Life Regen +2.00 Confus Resist +20% Stun Resist +20% Amulets make your neck look great! |
| In main hand | Duvokalthoyon (111% power, 3 apr, cold element)5.0 Encumbrance T2 staff 1H weapon [Random Unique] Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +17% Critical power +24.00% Physical Power +6 (+2 eff.) Spellpower +12 (+4 eff.) Damage +15% cold Ignore resists +5% mind Accuracy +8 (+3 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% acid +3% mind +3% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Mayiba the rough leather belt =stun=1.0 Encumbrance T1 belt armor [Rare] Master While equipped: defense ------ Defense +8 (+2 eff.) Resistance +5% arcane Crit Resistance 5.00% Physical save +6 (+2 eff.) Stealth +5 Stun Resist +20% A belt that goes around your waist. |
| In off hand | windwalling steel shield of the stars (0 def, 4 armour, 39 block)7.0 Encumbrance T2 shield armor [Ego++] Arcane/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Mag +2 Wil +1 Cun offense ------ Damage +12% light +12% darkness defense ------ Armor +4 Fatigue +8% Resistance +11% physical +10% light +13% darkness Windwall +19 Slow Projectiles +14% other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Blastsweeper the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +1 (+0 eff.) Resistance +3% lightning Crit Resistance 5.00% Life +70.00 Life Regen +2.00 Cut Resist +20% Pinning Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | silk robe of alchemy (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +7% acid +12% physical +7% fire +13% cold defense ------ Resistance +13% acid +14% physical +13% fire +12% cold +13% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion (heal 55; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 55 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune of the sneak (range 7; phase 23; cd 14)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Cunning 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 |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 470 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
acid wave rune of the titan (damage 150; dur 4; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 150.44 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
biting gale rune of the psychic (damage 160; dur 4; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 159.73 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
manasurge rune of the titan (regen 1080% over 10 turns; mana 54; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1080% for 10 turns (97 total) and instantly restoring 54 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. Press to compare to your current inscriptions |
manasurge rune of the wizard (regen 1418% over 10 turns; mana 71; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1418% for 10 turns (128 total) and instantly restoring 71 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 warrior (absorb 336; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 336 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 42; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 42 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Carrionsun the copper amulet =str=0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str offense ------ Ignore resists +10% temporal When Hit 4 nature 2 cold defense ------ Resistance +3% nature Amulets make your neck look great! |
Gonne the Brightjam =cun=0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +2 Cun +1 Mag offense ------ When Hit 2 light defense ------ Resistance +3% light other ------- Infravision +3 Masteries +0.11 Technique/Two-handed assault Amulets make your neck look great! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- 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... |
copper amulet of willpower (+3) =will=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
copper citrine ring0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 14 light On-Ranged-Hit 12 light Damage +11% light other ------- Light +4 Infravision +4 Rings make your fingers look great! |
psionicist's copper ring of sensing =will=0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+2 eff.) Blind Resist +21% other ------- Infravision +4 See Stealth +8 See Invis +6 Rings make your fingers look great! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 18.45 cold and 13.51 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 36 power out of 60/60 This azure ring seems to be always moist to the touch. |
Vorissra the Ebonytreason0.1 Encumbrance T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Cun +2 Str offense ------ On-Hit 6 physical On-Ranged-Hit 11 physical Damage +6% darkness +6% cold Ignore resists +5% darkness +15% cold Accuracy +9 (+3 eff.) Ignore Armor +9 On-Hit (Melee): * 12% chance to reduce all saves and defense by 26 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 26 defense ------ Armor +4 Defense +9 (+3 eff.) other ------- Hate-on-crit +2.00 Max hate +6.00 Disengage: Puts all charms on 6 cooldown Effective talent level: 2.0 Power cost 6 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 132% 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! |
steel quartz ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +13 (+4 eff.) Stun Resist +30% other ------- Max stamina +15.00 Rings make your fingers look great! |
titan's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con defense ------ Physical save +4 (+1 eff.) Life +22.00 Disarm Resist +27% Pinning Resist +21% Knockbk Resist +20% Rings make your fingers look great! |
marksman's gold ring of nature (+20%)0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex offense ------ Damage +10% nature Accuracy +8 (+3 eff.) defense ------ Resistance +20% nature Rings make your fingers look great! |
stralite ring0.1 Encumbrance T4 ring jewelry [Normal] Rings make your fingers look great! |
Dagovor the Vilewalker (120% power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Rare] Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Critical power +15.00% Spellpower +9 (+3 eff.) Damage +20% fire defense ------ Resistance +12% nature Physical save +6 (+2 eff.) Life Regen +4.00 Healmod +15% Disease Resist +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Siliriaramina the Woetooth (120% power, 4 apr, light element)5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +6% arcane +12% darkness +20% light Ignore resists +10% darkness When Hit 10 arcane defense ------ Armor +7 Hardiness +7% Physical save +7 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew vilestaff of illumination (120% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 1H weapon [Ego+] Nature/Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +6% Physical Power +6 (+2 eff.) Spellpower +16 (+5 eff.) Damage +20% darkness Accuracy +7 (+2 eff.) defense ------ Defense +5 (+1 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Effective talent level: 1.0 Power cost 4 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 92.07 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
elemental steel battleaxe (118% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Arcane Weapon Damage 119% Range: 1.0x-1.5x Uses 120% Mag Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 92 cold damage (1/turn) While equipped: offense ------ Damage +19% cold Ignore resists +12% cold Massive two-handed battleaxes. |
Velothra the Sulfurzephyr, (107% power, 2 apr) =stats=3.0 Encumbrance T1 longsword 1H weapon [Rare] Nature Weapon Damage 107% Range: 1.0x-1.4x Uses 100% Mag Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +6 nature On Hit: * 10% chance to slow global speed by 53% While equipped: Stats +2 Dex +3 Wil +1 Con Sharp, long, and deadly. |
iron waraxe 'Rainseam' (104% power, 2 apr) =pen=3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 105% Range: 1.0x-1.4x Uses 100% Mag Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Physical Crit +7.0% Critical power +13.00% Mindpower +25 (+8 eff.) Damage +9% mind Ignore resists +15% cold Ignore Armor +6 other ------- Max psi +40.00 One-handed war axes. |
dwarven-steel waraxe 'Firepeal' (123% power, 21 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Arcane Weapon Damage 123% Range: 1.0x-1.4x Uses 100% Mag Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +4.5% Attack Speed 100% Phasing +15% On-crit, radius 2 +12 blight While equipped: Stats +3 Str +2 Dex +2 Mag +3 Wil +3 Con offense ------ Damage +9% fire On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 One-handed war axes. |
Dimrigor (94% power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 0% Mag, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +20 darkness +8 physical While equipped: Stats +5 Str +2 Dex offense ------ Mind Crit +3% Critical power +10.00% Physical Power +15 (+5 eff.) Mindpower +6 (+2 eff.) On-Hit 8 mind 6 darkness Damage +6% mind +5% darkness defense ------ Unlife -40.00 life other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Khelyhell the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Str +14 Mag +12 Wil offense ------ Spell Crit +2% Damage +20% lightning +7% physical +12% cold defense ------ Resistance +26% lightning +7% cold +9% all Spell save +3 (+1 eff.) other ------- Mana/turn +0.12 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather belt 'Vilebraid' =HP=1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +5% nature +5% acid defense ------ Defense +15 (+5 eff.) Unlife -20.00 life Life +34.00 A belt that goes around your waist. |
hardened leather belt 'Pyrepride' =pen=1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +9.00% Physical Power +5 (+2 eff.) Damage +9% fire Ignore resists +10% cold defense ------ Resistance +12% light +3% darkness +5% arcane Spell save +6 (+2 eff.) A belt that goes around your waist. |
Blizzardjeer (1 def, 6 armour) =pen=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +6% cold Ignore resists +5% cold On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +24% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Alydukor (15 def, 7 armour) =def=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +5 Con offense ------ Ignore resists +10% physical defense ------ Armor +7 Defense +15 (+5 eff.) Crit Resistance 5.00% Physical save +11 (+4 eff.) Mind save +12 (+4 eff.) Cut Resist +10% A pair of boots made of leather. |
Galygayagen the Frigidkarma (3 def, 1 armour) =pen=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Cun offense ------ Ignore resists +5% cold defense ------ Armor +1 Defense +3 (+1 eff.) Resistance +3% cold +3% fire other ------- Max psi +20.00 Evasion: (Instant) Puts all charms on 18 cooldown Effective talent level: 4.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Manedor the Scorpionbearer (0 def, 3 armour) =stun=2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Armor +3 Resistance +9% lightning Physical save +3 (+1 eff.) Healmod +5% Silence Resist +21% Confus Resist +22% Stun Resist +22% A pair of boots made of leather. |
Brandpunish the pair of hardened leather boots (0 def, 8 armour) =pen=2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Ignore resists +10% cold +15% fire +10% temporal When Hit 4 fire defense ------ Armor +8 Resistance +12% temporal +15% cold Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +2 A pair of boots made of leather. |
Zerolentir the pair of hardened leather boots (0 def, 3 armour) =HP=2.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +3 Resistance +8% fire +8% cold Mind save +9 (+3 eff.) Unlife -40.00 life Life +100.00 Pinning Resist +20% other ------- Psi when Hit +0.16 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour) =cun=1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 5 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 57.80 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Velemira the dwarven-steel gauntlets (20 def, 2 armour) =def=1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 nature Damage +5% nature On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Armor +2 Defense +20 (+6 eff.) Fatigue +3% Resistance +7% nature +3% mind Pinning Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% 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. |
steady dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +7 (+2 eff.) On-Hit 7 arcane Damage +4% arcane Accuracy +7 (+2 eff.) defense ------ Armor +2 Fatigue +3% Resistance +4% arcane Physical save +5 (+2 eff.) Mind save +6 (+2 eff.) Disarm Resist +24% 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. |
cashmere wizard hat of the Brotherhood (2 def, 0 armour) =eye=2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: Stats +1 Mag +1 Con offense ------ Damage +10% arcane defense ------ Defense +2 (+0 eff.) Arcane Eye: (Instant) Puts all charms on 6 cooldown Effective talent level: 5.0 Power cost 6 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
starseer's cashmere wizard hat of the sentry (2 def, 0 armour) =circle=2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: offense ------ Damage +5% light +5% temporal +5% darkness +6% physical defense ------ Defense +2 (+0 eff.) other ------- Infravision +5 See Stealth +11 See Invis +15 Circle of Warding: (Instant) Puts all charms on 24 cooldown Effective talent level: 3.0 Power cost 24 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 48% and attempts to push all creatures other than yourself out of its radius, inflicting 10.98 light damage and 10.69 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Urthiharaharagund (0 def, 1 armour) =cun=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Cun +4 Con offense ------ Damage +3% mind Ignore resists +10% mind defense ------ Armor +1 Fatigue +1% A cap made of leather. |
6 agate0.0 Encumbrance 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. |
20 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
199 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(86 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
ethereal alchemist's lamp of the moons0.0 Encumbrance T3 lite [Ego++] Arcane While equipped: Stats +6 Mag offense ------ Spellpower +10 (+3 eff.) Damage +7% darkness defense ------ Resistance +6% light Affinity +5% darkness other ------- Light +6 Infravision +3 Moonlight Ray: Puts all charms on 5 cooldown Effective talent level: 4.0 Power cost 5 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 168.65 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Glacierquill the voratun pickaxe (dig speed 5 turns)3.0 Encumbrance T5 digger tool [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str offense ------ Damage +9% fire +6% mind +12% light Ignore resists +5% cold When Hit 4 cold defense ------ Resistance +3% light +3% cold Mind save +10 (+3 eff.) Life +35.00 other ------- Max stamina +23.00 Spell cooldown 10% Light +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 12 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 124% of the healing done. This effect scales with your Magic stat.. Uses 45 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
evasive iron torque of psionic shield [power 25] (7/15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing iron torque of clear mind [power 1] (7/15 cooldown)2.0 Encumbrance T1 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 15 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+4 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 11 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 63 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
yew wand of conjuration 'Floegash' [power 275] (7/9 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Damage +6% lightning +9% cold Ignore resists +10% cold When Hit 8 light 4 lightning defense ------ Resistance +24% cold Fire a magical bolt dealing 421 cold damage Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 Encumbrance 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. |
Achievements
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Narawander the Dwarf Wanderer level 26
6th Wealth 122nd year of Ascendancy at 02:10 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Narawander the Dwarf Wanderer level 22
36th Profit 122nd year of Ascendancy at 00:35 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Narawander the Dwarf Wanderer level 22
36th Profit 122nd year of Ascendancy at 14:04 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Narawander the Dwarf Wanderer level 10
3rd Acquisition 122nd year of Ascendancy at 13:40 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Narawander the Dwarf Wanderer level 20
29th Profit 122nd year of Ascendancy at 14:39 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Narawander the Dwarf Wanderer level 30
26th Wealth 122nd year of Ascendancy at 17:13 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Narawander the Dwarf Wanderer level 28
23rd Wealth 122nd year of Ascendancy at 11:31 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Narawander the Dwarf Wanderer level 6
19th Voratun 122nd year of Ascendancy at 17:12 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Narawander the Dwarf Wanderer level 6
30th Voratun 122nd year of Ascendancy at 02:37 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Narawander the Dwarf Wanderer level 10
3rd Profit 122nd year of Ascendancy at 05:17 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Narawander the Dwarf Wanderer level 30
15th Dearth 122nd year of Ascendancy at 22:23 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Narawander the Dwarf Wanderer level 26
7th Wealth 122nd year of Ascendancy at 21:02 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Narawander the Dwarf Wanderer level 16
20th Profit 122nd year of Ascendancy at 06:05 see stats
Log
Grand Corruptor's Blood Grasp hits Narawander for 162 blight damage.
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Narawander uses Infusion: Healing.
Narawander is free from the weakness disease.
Narawander receives 226 healing from Infusion: Healing.
Narawander activates her Boltravage the yew totem of healing!
Narawander hits Narawander for 351 healing, 57 healing (0 total damage) [408 healing].
Grand Corruptor casts Blood Spray.
Grand Corruptor hits Narawander for 183 blight damage.
Narawander speeds up.
Talent Stone Skin is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Decrepitude Disease from Grand Corruptor hits Narawander for 39 blight damage.
Grand Corruptor casts Curse of Defenselessness.
Narawander is cursed.
--------------------------------
Narawander casts Ice Shards.
Narawander's spell attains critical power!
LOW HEALTH WARNING!
Keyboard input temporarily disabled.
Grand Corruptor hits Narawander for 48 fire damage.
LOW HEALTH WARNING!
Talent Vitality is ready to use.
Decrepitude Disease from Grand Corruptor hits Narawander for 39 blight damage.
Grand Corruptor casts Drain.
Grand Corruptor's spell attains critical power!
Grand Corruptor hits Narawander for 380 blight damage.
Narawander the level 30 dwarf wanderer was tainted to death by Grand Corruptor on level 2 of Mark of the Spellblaze.









































































































































