










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! TS Inventory Squelching 1.5.10Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Directly copied from yrriban's addon, but updated to work for characters with Tinkers and with a few more squelching options. 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: 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:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved 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: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Nightmare Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Doombringer |
| Level / Exp | 30 / 90% |
| Size | small |
| Lifes / Deaths | Killed by war hound at level 17 on the 26th Haze 122nd year of Ascendancy at 05:23 0 / 7Killed by elven corruptor at level 25 on the 4th Dusk 123rd year of Ascendancy at 03:11 Killed by The Fragmented Essence of Harkor'Zun at level 27 on the 19th Dusk 123rd year of Ascendancy at 14:46 Killed by Grand Corruptor at level 28 on the 36th Dusk 123rd year of Ascendancy at 17:54 Killed by armoured skeleton warrior at level 30 on the 5th Haze 123rd year of Ascendancy at 13:03 Killed by Tainted Tina at level 30 on the 6th Haze 123rd year of Ascendancy at 18:25 Killed by corrupted corrupted plasmic disruptor at level 30 on the 7th Haze 123rd year of Ascendancy at 00:06 |
Primary Stats
| Strength | 66 (base 60) |
| Dexterity | 15 (base 10) |
| Constitution | 18 (base 12) |
| Magic | 74 (base 59) |
| Willpower | 21 (base 10) |
| Cunning | 25 (base 11) |
Resources
| Life | -920/884 |
| Stamina | 175/256 |
| Vim | 44/266 |
| Healing Factor | 1.2711363549267 |
| Regeneration | 0.31778408873168 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 24.108545491274 |
| See Invisible | 24.108545491274 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 116 |
| Accuracy | 48 |
| Crit Chance | 38% |
| APR | 31 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +9% |
| Fire | +28% |
| All | 0% |
Offense: Damage Penetration
| Physical | +7% |
| Fire | +19% |
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 53.08934837382 (81.151787968034%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 15 |
| Physical Save | 40 |
| Spell Save | 38 |
| Mental Save | 33 |
Defense: Resistances
| Physical | + 6%( 70%) |
| Lightning | + 7%( 70%) |
| Acid | + 6%( 70%) |
| Cold | + 5%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 5%( 70%) |
| Fire | + 7%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 278 damage for 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 181 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: 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 -520 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1582 life, 18 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. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Corruption / Fearfire | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 1/5 |
| 0/5 |
| 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 |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You failed to protect the injured seer from death by Tainted Tina. Escort: injured seer (level 2 of Daikara) | failed |
You failed to protect the lost tinker from death by Voruranor the wolf. Escort: lost tinker (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Magic 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 Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 2. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed bear paw. * You've found the needed vial of fire wyrm saliva. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * '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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed bloated horror heart. * You've found the needed ice ant stinger. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Borugas the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +7 Wil +2 Cun +4 Con dps ---------- Phys.crit +4.0% Mind.pwr +5 (+3 eff.) Res.pen +7% physical Apr +1 ----- def ----- Armour +4 Fatigue +3% Resists +1% physical Phys.save +8 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +8 (+4 eff.) Die.at -60.00 life ---------- misc Stam/turn +0.60 Max.stam +11.00 Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | dwarven lantern 'Dazzlerace'1.0 T5 lite [Rare] Nature While equipped: Stats +2 Dex +3 Mag +1 Wil +4 Cun dps ---------- Dmg.mod +9% light ----- def ----- Crit.dmg- 15.00% Phys.save +11 (+4 eff.) Heal.mod +20% ---------- misc Light +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Bokigen (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Crit.mult +20.00% Res.pen +15% mind ----- def ----- Defense +2 (+1 eff.) Phys.save +9 (+3 eff.) Mind.save +23 (+10 eff.) Die.at -60.00 life A pointy cloth hat, very wizardly... |
| Tool | dwarven-steel torque of mindblast [power 220] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 220 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | savage's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +1 Con dps ---------- Acc +9 (+3 eff.) Apr +8 ----- def ----- Defense +10 (+5 eff.) Spell.save +13 (+5 eff.) ---------- misc Max.stam +11.00 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 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 110% 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! |
| On fingers | gold ring 'Branalathatir'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Str +4 Mag dps ---------- Spell.crit +1% Crit.mult +5.00% ----- def ----- Armour +14 ---------- misc Max.vim +10.00 Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | elemental stralite battleaxe of evisceration (42-64 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego++] Arcane/Master Power 42.5 - 63.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * Create an explosion dealing 90 fire damage (1/turn) On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+3 eff.) Dmg.mod +28% fire Res.pen +19% fire Massive two-handed battleaxes. |
| On hands | voratun gauntlets of war-making (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +7.0% Spell.crit +8% Mind.crit +14% Crit.mult +15.00% ----- 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. |
| Main armor | hardened dwarven-steel plate armour (0 def, 17 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Master While equipped: ----- def ----- Armour +17 Fatigue +22% Resists +6% acid +5% physical +5% cold +7% lightning +7% fire A suit of armour made of metal plates. |
| Cloak | Nochik the Winterstar (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Acc +25 (+9 eff.) Melee Ret 4 cold ----- def ----- Defense +2 (+1 eff.) Fatigue -5% Resists +5% arcane +12% blight Phys.save +3 (+1 eff.) Max.HP +40.00 Stun/Frz- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet of murder0.1 T2 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +11.00% Acc +6 (+2 eff.) Apr +12 Amulets make your neck look great! |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
healing infusion of the wizard (heal 188; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 188 then cleanse 1 wound, poison, and disease effect. 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 |
healing infusion of the wizard (heal 191; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 191 then cleanse 1 wound, poison, and disease effect. 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 |
heroism infusion (die at -206; dur 6; cd 29)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 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 -206 life. The duration and life will increase by 1% for every 1% life you have lost (currently 626 life, 18 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 |
heroism infusion (die at -511; dur 7; cd 27)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 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 7 turns. While Heroism is active, you will only die when reaching -511 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1554 life, 21 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 |
heroism infusion of the warrior (die at -401; dur 7; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 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 7 turns. While Heroism is active, you will only die when reaching -401 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1220 life, 21 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 (speed 490%; cd 9)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 490% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 423%; cd 15)0.1 infusion scroll [Normal] 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 423% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 503%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 503% 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. |
movement infusion of the titan (speed 454%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 454% 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. |
movement infusion of the wizard (speed 658%; cd 16)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 658% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 32%; mental; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 2 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 |
wild infusion of the wizard (res 31%; mental; dur 2; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 2 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 |
wild infusion of the wizard (res 32%; physical; dur 4; cd 12)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 physical effect and reduce all damage taken by 32% 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 |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the duelist (power 17; resist 23%; move 55%; dur 5; 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 23% all resistance, you move 55% faster, and you are invisible (power 17). Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 21; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 21 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 53; cd 15)0.1 rune scroll [Ego] Arcane 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 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 53 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. 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 warrior (absorb 92; 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 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 92 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. 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 warrior (absorb 144; cd 15)0.1 rune scroll [Ego] Arcane 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 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 144 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical ---------- misc Masteries +0.00(-) Technique/Battle tactics 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. |
grounding steel amulet of willpower (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +11% lightning Stun/Frz- +22% Amulets make your neck look great! |
Cameroddarion the Balancewind0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +2 Mag +2 Wil +3 Cun ----- def ----- Resists +26% lightning +15% nature Stun/Frz- +34% Amulets make your neck look great! |
Fogpunish0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil +2 Cun +14 Lck dps ---------- Mind.crit +5% Crit.mult +10.00% Mind.pwr +25 (+13 eff.) Acc +15 (+5 eff.) Melee Ret 10 darkness ----- def ----- Defense +18 (+9 eff.) Unseen.red 20% ---------- misc Psi/ret +0.08 Max.hate +4.00 Amulets make your neck look great! |
Morningstalker the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +25% acid +3% light Melee Ret 2 light ----- def ----- Resists +26% acid Rings make your fingers look great! |
psionicist's steel ring of blight (+10%)0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% blight ----- def ----- Resists +10% blight Mind.save +8 (+4 eff.) Rings make your fingers look great! |
infernal elven-wood magestaff (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +25.00% Spell.pwr +15 (+5 eff.) Melee+ 19 fire Dmg.mod +25% cold ---------- misc See.Invis +15 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
imbued dragonbone starstaff of channeling (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +28 (+8 eff.) Dmg.mod +30% darkness ---------- misc Mana/turn +0.10 Talents +1 Command Staff On Spell Hit: 10% Manathrust 3 Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
void walker's dragonbone vilestaff of breaching (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +30% darkness Res.pen +15% darkness ----- def ----- Resists +11% darkness +8% temporal Def/telep +8 Res/telep +13% Dur/telep +9% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Grinotobers (31-46 power, 5 apr)3.0 T3 battleaxe 2H weapon [Rare] Nature Power 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +24 acid +28 nature On Hit: * 20% chance to reduce all saves and defense by 17 * 20% chance to reduce armor by 36% While equipped: Stats +2 Con dps ---------- Phys.crit +5.0% Res.pen +16% acid +20% physical +16% nature Apr +12 Massive two-handed battleaxes. |
enhanced stralite battleaxe of massacre (56-84 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Nature/Master Power 56.0 - 84.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +13 Str +9 Dex +10 Mag +9 Wil +9 Cun +6 Con Massive two-handed battleaxes. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Xanyth (52-82 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 51.5 - 82.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: ----- def ----- Defense +10 (+5 eff.) Resists +15% lightning +12% temporal +12% cold Mind.save +9 (+5 eff.) Cut- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed swords. |
balanced dwarven-steel greatsword of shearing (34-54 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 33.5 - 53.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% all Acc +24 (+8 eff.) Apr +12 ----- def ----- Defense +10 (+5 eff.) Disarm- +41% Massive two-handed swords. |
Voidvile (48-78 power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Psionic Power 48.5 - 77.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +8 cold +32 darkness Against +24% Living On Hit.r1 +12 darkness On Hit: * 20% chance to reduce damage dealt by 14% While equipped: dps ---------- Dmg.mod +18% darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Resists +9% blight +9% darkness Massive two-handed swords. |
Corpathus (40-56 power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +4.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- 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. |
chilling stralite longsword of massacre (43-60 power, 5 apr)3.0 T4 longsword 1H weapon [Ego] Arcane/Master Power 43.0 - 60.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +14 cold Sharp, long, and deadly. |
plaguebringer's stralite longsword of crippling (35-49 power, 5 apr)3.0 T4 longsword 1H weapon [Ego++] Arcane/Master Power 35.0 - 49.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +14 blight On Hit: 20% Epidemic 4 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 26 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% ----- def ----- Disease- +18% Sharp, long, and deadly. |
stralite longsword (34-47 power, 5 apr)3.0 T4 longsword 1H weapon [Normal] Power 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Sharp, long, and deadly. |
enhanced stralite mace of massacre (40-56 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Nature/Master Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +7 Str +6 Dex +5 Mag +7 Wil +7 Cun +7 Con Blunt and deadly. |
warbringer's stralite mace of crippling (37-52 power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Master Power 37.0 - 51.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Con dps ---------- Phys.crit +9.0% Phys.pwr +13 (+4 eff.) Res.pen +9% physical ----- def ----- Disarm- +21% Blunt and deadly. |
Shimmerblood the voratun waraxe (40-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Rare] Nature Power 39.5 - 55.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 lightning On Crit.r2 +20 lightning While equipped: Stats +8 Str +12 Dex +11 Mag +16 Wil +12 Cun +10 Con dps ---------- Mind.pwr +15 (+8 eff.) Dmg.mod +9% lightning ---------- misc Equi/ret +0.16 Light +3 See.Invis +9 One-handed war axes. |
stralite dagger (28-36 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Normal] Power 28.0 - 36.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Sharp, short and deadly. |
Eye of the Wyrm (16-18 power, 24 apr, physical damage)3.0 T4 mindstar 1H weapon Reqs Wil 45 [Unique] Nature Power 16.0 - 17.6 Physical Uses 50% Wil, 20% Str, 10% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% cold 20% fire 20% lightning While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+3 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +12% lightning +12% physical +12% fire +12% cold +12% acid ----- def ----- Resists +10% acid +10% physical +10% fire +10% cold +10% lightning ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Ice Breath: Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe ice in a frontal cone of radius 8. Any target caught in the area will take 199.31 cold damage and be frozen for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Freeze apply power is based on your Mindpower. Each point in cold drake talents also increases your cold resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
creative pulsing mindstar of frost (14-15 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Cun dps ---------- Mind.crit +4% Crit.mult +8.00% Mind.pwr +8 (+4 eff.) Melee+ 9 cold Dmg.mod +5% cold Res.pen +10% cold ----- def ----- Armour +11 Resists +10% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wrathful pulsing mindstar of storms (12-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +4 Cun +4 Con dps ---------- Mind.crit +9% Mind.pwr +8 (+4 eff.) Melee+ 10 lightning Dmg.mod +9% lightning Res.pen +6% lightning ----- def ----- Resists +12% lightning ---------- misc Hate/m.crit +2.00 Psi/m.crit +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Scorpionhack the living mindstar (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +12 nature On Hit.r1 +8 nature While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Res.pen +20% cold ----- def ----- Resists +15% mind Max.HP +50.00 HP.reg +2.00 Blind- +20% Confus- +20% Stun/Frz- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
stormbringer's dragonbone longbow of true flight4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego++] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +42 lightning +30 cold While equipped: dps ---------- Phys.crit +23.0% Mov.spd +44% Res.pen +27% lightning +20% cold Acc +15 (+5 eff.) Longbows are used to shoot arrows at your foes. |
caustic reinforced leather sling of piercing4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego++] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Crit.r2 +10 acid +5 nature While equipped: dps ---------- Res.pen +14% acid +13% nature +5% all Acc +9 (+3 eff.) Apr +20 Slings are used to hurl stones or metal shots at your foes. |
mighty reinforced leather sling of lightning4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +8 lightning While equipped: Stats +4 Str dps ---------- Phys.pwr +12 (+4 eff.) Dmg.mod +16% lightning Slings are used to hurl stones or metal shots at your foes. |
mighty reinforced leather sling of true flight4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +4 Str dps ---------- Phys.crit +8.0% Phys.pwr +10 (+3 eff.) Acc +11 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
Cinderzeal (15/18, 30-35 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Rare] Master Power 29.5 - 35.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 18 Ranged+ +8 fire On Hit.r1 +20 nature +12 fire On Hit: * 20% chance to reduce armor by 36% On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
windwalling stralite shield (0 def, 8 armour, 138.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil ----- def ----- Armour +8 Fatigue +8% Resists +14% physical Shield.near.proj +15 Proj.slow +12% ---------- misc Talents +1 Block Handheld deflection devices. |
ancient elven-silk robe of Angolwen (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +12 (+4 eff.) S.pwr/crit +6 Dmg.mod +16% temporal +19% physical Res.pen +10% temporal +9% physical ----- def ----- Resists +15% all Anom.red +11 Silence- +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +7% mind +13% light +14% darkness Mind.save +12 (+6 eff.) A suit of armour made of mail. |
Eilinibrelaith (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +24% acid +12% temporal Res.pen +20% acid +25% temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 * 20% chance to reduce armor by 36% ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +6% temporal Max.HP +60.00 HP.reg +8.00 Heal.mod +18% A suit of armour made of mail. |
steel plate armour of the deep (0 def, 10 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +10 Fatigue +22% Resists +7% acid +6% cold ---------- misc Breathe water A suit of armour made of metal plates. |
enlightening stralite plate armour (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Ego+] Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +13 Fatigue +22% Mind.save +17 (+8 eff.) A suit of armour made of metal plates. |
rough leather belt 'Squalorseam'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Melee Ret 4 acid On Hit (Melee): * 10% chance to slow global speed by 42% * 10% chance to reduce armor by 36% ----- def ----- Resists +5% fire +3% mind +6% cold A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Siloldakira1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +15.00% Apr +1 ----- def ----- Defense +13 (+7 eff.) Resists +3% nature +9% darkness Phys.save +3 (+1 eff.) Stealth +5 A belt that goes around your waist. |
Toxinusher the drakeskin leather belt1.0 T5 belt armor [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Spell.pwr +20 (+6 eff.) S.pwr/crit +10 Dmg.mod +9% nature +6% darkness Res.pen +15% arcane On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Resists +18% nature Mind.save +15 (+7 eff.) Max.HP +106.00 A belt that goes around your waist. |
Betyna (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Apr +1 ----- def ----- Defense +1 (+1 eff.) Resists +3% blight +5% arcane +6% acid Die.at -40.00 life Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blazebright (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Dex +1 Cun +4 Con dps ---------- Dmg.mod +3% lightning ----- def ----- Defense +1 (+1 eff.) Crit.dmg- 5.00% ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
miner's pair of iron boots of speed (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frigidusher (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Mag +3 Wil +3 Cun dps ---------- Melee Ret 2 darkness ----- def ----- Armour +4 Fatigue +3% Resists +21% cold Phys.save +7 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+4 eff.) ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shocksorrow the pair of voratun boots (0 def, 9 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Con dps ---------- Apr +2 ----- def ----- Armour +9 Fatigue +4% Resists +20% lightning +10% temporal Mind.save +15 (+7 eff.) ---------- misc Stam/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ce'Nelle (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Mag +1 Con dps ---------- Melee+ 7 lightning Dmg.mod +8% lightning Melee Ret 6 acid 2 temporal ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning +6% acid ---------- misc See.Invis +6 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. |
Xereyamira the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Mind.pwr +15 (+8 eff.) Acc +6 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% blight +3% cold +6% light +6% darkness Crit.dmg- 5.00% Phys.save +7 (+2 eff.) Mind.save +7 (+4 eff.) Disarm- +25% ---------- misc Hate/m.crit +1.00 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. |
heroic dwarven-steel gauntlets of spellstriking (0 def, 7 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 7 arcane Dmg.mod +3% arcane ----- def ----- Armour +7 Fatigue +3% Resists +5% arcane Mind.save +7 (+4 eff.) Max.HP +48.00 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. |
stone warden's voratun gauntlets (0 def, 12 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +9 Con ----- def ----- Armour +12 Hardiness +7% Fatigue +5% Resists +7% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Flameripper' (0 def, 10 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Mag dps ---------- Melee+ 10 physical Dmg.mod +9% mind +7% physical Res.pen +20% mind +25% fire ----- def ----- Armour +10 Fatigue +5% ---------- misc Light +3 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. |
stabilizing elven-silk wizard hat of knowledge (3 def, 0 armour)2.0 T5 head armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +10 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Defense +3 (+2 eff.) Phys.save +11 (+4 eff.) A pointy cloth hat, very wizardly... |
stabilizing rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+3 eff.) A cap made of leather. |
Brightgasher the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% nature +3% fire Res.pen +5% fire ----- def ----- Armour +3 Fatigue +5% Resists +9% nature +15% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Faluthel the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +1 Mag +3 Cun dps ---------- Mind.pwr +15 (+8 eff.) Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue +5% Resists +5% cold ---------- misc Max.psi +30.00 See.Invis +3 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 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. |
12 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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. |
7 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. |
8 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. |
5 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. |
5 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
6 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. |
2 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 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature 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 (+4 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
278 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 161.61 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 161.61 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
iron pickaxe 'Flashbringer' (dig speed 40 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Cun +2 Str dps ---------- Melee Ret 2 lightning ----- def ----- Fatigue -4% Resists +5% arcane +6% nature Silence- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
shattering dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str dps ---------- Res.pen +14% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 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. |
stralite torque of psionic shield [power 123] (25 cooldown)2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 123 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
focusing elm wand of shielding [power 122] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Tainted Tina the Halfling Doombringer level 28
36th Dusk 123rd year of Ascendancy at 20:10 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Tainted Tina the Halfling Doombringer level 25
2nd Dusk 123rd year of Ascendancy at 06:17 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Tainted Tina the Halfling Doombringer level 17
64th Dusk 122nd year of Ascendancy at 08:03 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Tainted Tina the Halfling Doombringer level 18
29th Regrowth 123rd year of Ascendancy at 02:59 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Tainted Tina the Halfling Doombringer level 28
26th Dusk 123rd year of Ascendancy at 23:14 see stats
Fool of a Took! (Nightmare (Adventure) difficulty)
Killed oneself as a halfling.By Tainted Tina the Halfling Doombringer level 30
6th Haze 123rd year of Ascendancy at 18:25 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By Tainted Tina the Halfling Doombringer level 6
78th Pyre 122nd year of Ascendancy at 12:23 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Tainted Tina the Halfling Doombringer level 30
1st Haze 123rd year of Ascendancy at 23:24 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Tainted Tina the Halfling Doombringer level 10
1st Summertide 122nd year of Ascendancy at 15:32 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Tainted Tina the Halfling Doombringer level 20
32nd Regrowth 123rd year of Ascendancy at 19:03 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Tainted Tina the Halfling Doombringer level 30
1st Time of Equilibrium 123rd year of Ascendancy at 02:50 see stats
Once bitten, twice shy (Nightmare (Adventure) difficulty)
Escaped the Anteroom of Agony.By Tainted Tina the Halfling Doombringer level 21
50th Regrowth 123rd year of Ascendancy at 13:36 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Tainted Tina the Halfling Doombringer level 24
7th Flare 123rd year of Ascendancy at 17:54 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Tainted Tina the Halfling Doombringer level 27
7th Dusk 123rd year of Ascendancy at 12:15 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Tainted Tina the Halfling Doombringer level 6
79th Pyre 122nd year of Ascendancy at 14:33 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Tainted Tina the Halfling Doombringer level 10
2nd Summertide 122nd year of Ascendancy at 17:33 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Tainted Tina the Halfling Doombringer level 20
46th Regrowth 123rd year of Ascendancy at 18:11 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Tainted Tina the Halfling Doombringer level 15
21st Dusk 122nd year of Ascendancy at 16:35 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Tainted Tina the Halfling Doombringer level 20
46th Regrowth 123rd year of Ascendancy at 04:05 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Tainted Tina the Halfling Doombringer level 26
4th Dusk 123rd year of Ascendancy at 13:49 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Tainted Tina the Halfling Doombringer level 17
55th Haze 122nd year of Ascendancy at 01:36 see stats
Log
Melee retaliation hits Tainted Tina for (2 abyssal shield), (2 absorbed), 0 blight, (2 abyssal shield), (2 absorbed), 0 blight (0 total damage).
Tainted Tina loses 148 health to the soulburn.
Tainted Tina has finished recovering.
Corrupted corrupted plasmic disruptor shares damage with his oozes!
Fiery Aegis from Tainted Tina hits Tainted Tina for (17 absorbed) damage.
Tainted Tina hits Corrupted corrupted plasmic disruptor for 42 fire damage.
Cauterize hits Tainted Tina for 0 fire damage.
Rotting Disease from Corrupted corrupted plasmic disruptor hits Tainted Tina for (7 abyssal shield), (26 absorbed), 0 blight (0 total damage).
Corrupted corrupted plasmic disruptor shares damage with his oozes!
Tainted Tina receives 55 healing from Tainted Tina's demonfire area effect.
Tainted Tina's demonfire area effect hits Bloated ooze for 47 fire damage.
Tainted Tina's demonfire area effect hits Corrupted corrupted plasmic disruptor for 19 fire damage.
Tainted Tina's demonfire area effect hits Bloated ooze for 47 fire damage.
Lava floor burns Corrupted corrupted plasmic disruptor!
Corrupted corrupted plasmic disruptor uses Stunning Blow.
Corrupted corrupted plasmic disruptor performs a melee critical strike against Tainted Tina!
Tainted Tina tries to evade attacks.
Your shield crumbles under the damage!
The shield around Tainted Tina crumbles.
Tainted Tina deactivates Fearscape.
Tainted Tina resists the stunning blow!
Tainted Tina is stunned!
Corrupted corrupted plasmic disruptor shares damage with his oozes!
Tainted Tina hits Corrupted corrupted plasmic disruptor for 20 fire damage.
Melee retaliation hits Corrupted corrupted plasmic disruptor for 12 fire, 6 blight, 2 cold, 12 fire, 6 blight, 2 cold (40 total damage).
Fiery Aegis from Tainted Tina hits Corrupted corrupted plasmic disruptor for 31 fire damage.
Fiery Aegis from Tainted Tina hits Bloated ooze for 77 fire damage.
Corrupted corrupted plasmic disruptor hits Tainted Tina for (10 abyssal shield), (98 absorbed), 57 physical (57 total damage).
Tainted Tina the level 30 halfling doombringer was punctured to death by corrupted corrupted plasmic disruptor on level 1 of Fearscape.
You are brought back from the Fearscape!















































































































































