










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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.] Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 19 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by Mayelranne the sandworm at level 17 on the 79th Haze 122nd year of Ascendancy at 17:04 4 / 2Killed by Porawen the assassin at level 19 on the 5th Decay 122nd year of Ascendancy at 08:43 |
Primary Stats
| Strength | 33 (base 27) |
| Dexterity | 13 (base 12) |
| Constitution | 18 (base 12) |
| Magic | 58 (base 47) |
| Willpower | 20 (base 14) |
| Cunning | 26 (base 17) |
Resources
| Mana | 326/341 |
| Equilibrium | 10 |
| Psi | 110/110 |
| Life | -42/353 |
| Positive | 104/104 |
| Stamina | 169/169 |
| Paradox | 300 |
| Healing Factor | 1.2811363549268 |
| Regeneration | 4.1636931535121 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 5 |
| See Invisible | 20 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 45 |
| Crit Chance | 10% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Arcane | +28% |
| Cold | +25% |
| All | 0% |
| Darkness | +15% |
| Light | +3% |
| Mind | +21% |
| Lightning | +73% |
| Fire | +25% |
| Nature | +3% |
Offense: Damage Penetration
| Lightning | +40% |
| Light | +5% |
| Cold | +25% |
| Blight | +40% |
| Arcane | +25% |
| Fire | +50% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 26.551211628464 (73.607947236566%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 28 |
| Physical Save | 21 |
| Spell Save | 32 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Blight | + 3%( 70%) |
| Arcane | + 15%( 70%) |
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
| Darkness | + 9%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 16%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Bleed Resistance | 40% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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 272 damage for 7 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 61 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 Constitution stat. |
Class Talents
| Spell / Meta | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Psionic / Finer energy manipulations | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Combat |
| talent | Mitosis |
| talent | Beyond the Flesh |
| detrimental effect | The target is on fire, taking 5.58 fire damage per turn. Burning |
| beneficial effect | The target is moving is 30% faster. 3 Celerity |
| detrimental effect | This character's flames are feeding the source, healing them for 1 per turn and giving them 1 vim. Devouring flames |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed red crystal shard. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| Psionic focus | Porowen (10-12 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 1H weapon [Rare] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Critical power +17.00% Spellpower +7 (+3 eff.) Spellpower/crit +10 On-Hit 16 fire Damage +10% lightning Ignore resists +10% blight defense ------ Resistance +5% arcane other ------- See Invisibility +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Light source | brass lantern 'Thunderslice'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Mag offense ------ Damage +3% lightning When Hit 4 light defense ------ Mind save +5 (+2 eff.) other ------- Light +3 See Stealth +5 See Invisibility +14 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 | Toxincrypt the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Spell Crit +3% Physical Power +4 (+2 eff.) Damage +3% arcane Ignore resists +5% blight defense ------ Armor +3 Fatigue +5% Resistance +12% nature other ------- Max mana +40.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | pair of rough leather boots of rushing (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +2 Str +3 Con defense ------ Armor +1 Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Tool | Polotira the Shadowwisp [power 2] (25 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +15% darkness Ignore resists +15% fire Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to reduce 1 talent cooldowns by 2. 100% to heal for 52. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | Lelysus the Bolttide0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +15% lightning Ignore resists +15% lightning +10% fire defense ------ Resistance +6% light Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +7 (+3 eff.) Rings make your fingers look great! |
| Around neck | Gloruyavea0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +5% mind defense ------ Resistance +3% blight +5% arcane +3% nature Healmod +10% Cut Resist +40% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 186 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | yew magestaff 'Siledaba' (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 1H weapon [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% lightning defense ------ Resistance +6% darkness +15% fire +5% arcane +6% mind Crit Resistance 15.00% Unlife -20.00 life 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. |
| On hands | iron gauntlets 'Blazebender' (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Spellpower +30 (+9 eff.) Damage +3% light Ignore resists +15% blight Ignore Shields +20% defense ------ Armor +1 Fatigue +1% Life Regen +2.00 other ------- Stamina/turn +0.60 Max stamina +10.00 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. |
| Around waist | rough leather belt 'Glowwend'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Str offense ------ Ignore resists +5% light Accuracy +10 (+3 eff.) When Hit 2 physical On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% darkness Spell save +6 (+3 eff.) Life Regen +1.00 Healmod +11% A belt that goes around your waist. |
| Cloak | Eilinamira (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +3 Wil +2 Mag offense ------ Critical power +10.00% Damage +21% mind Ignore resists +10% blight defense ------ Defense +1 (+1 eff.) Spell save +6 (+3 eff.) Mind save +3 (+1 eff.) other ------- Max mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Cobratooth (7 def, 13 armour)17.0 Encumbrance T2 massive armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Cun offense ------ Damage +6% acid +3% nature When Hit 6 nature defense ------ Armor +13 Defense +7 (+7 eff.) Fatigue +22% Resistance +17% acid +16% temporal +3% nature Mind save +13 (+6 eff.) A suit of armour made of metal plates. |
Inventory
movement infusion of the sneak (speed 490%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 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. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 533%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 533% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the wizard (damage 174; 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 174.48 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 Magic 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 69; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 69 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. |
Eremudas the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Wil +1 Mag offense ------ Ignore resists +10% blight defense ------ Resistance +12% temporal +12% light +10% cold +11% fire +14% darkness Blind Resist +20% Pinning Resist +23% Knockbk Resist +20% 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 Invisibility +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... |
clarifying copper amulet of healing0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% mind Healmod +11% Cut Resist +50% Confus Resist +21% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 186 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper amulet 'Quenchwrest'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Critical power +10.00% Mindpower +20 (+10 eff.) Damage +6% mind When Hit 2 cold defense ------ Resistance +11% lightning Mind save +6 (+3 eff.) Stun Resist +23% Amulets make your neck look great! |
copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
warrior's copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
warrior's steel amulet of willpower (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +5% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
Hazepiety0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +6% mind +14% cold defense ------ Resistance +34% cold Rings make your fingers look great! |
Snowqueen0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: defense ------ Resistance +6% cold Crit Resistance 15.00% Life +21.00 Disarm Resist +22% Pinning Resist +22% Knockbk Resist +21% other ------- Light +3 See Invisibility +15 Rings make your fingers look great! |
copper ring 'Silybeth'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Con offense ------ Critical power +10.00% Damage +3% physical Ignore resists +10% blight defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
copper ring 'Thunderpanic'0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Critical power +10.00% Damage +3% mind defense ------ Resistance +6% lightning +3% fire Mind save +4 (+2 eff.) other ------- Hate-on-crit +1.00 Rings make your fingers look great! |
copper ring 'Vorymira'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str offense ------ Ignore resists +15% temporal defense ------ Armor +6 Mind save +15 (+7 eff.) other ------- Psi when Hit +0.08 Max hate +4.00 Rings make your fingers look great! |
copper ring of light (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% light defense ------ Resistance +22% light Rings make your fingers look great! |
copper ring of lightning (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Rings make your fingers look great! |
copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +7 (+2 eff.) Ignore Armor +8 defense ------ Defense +8 (+8 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 92% 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! |
copper ring of time (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +10% temporal defense ------ Resistance +10% temporal Rings make your fingers look great! |
steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 16 light On-Ranged-Hit 11 light Damage +11% light Rings make your fingers look great! |
titan's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Mind save +5 (+2 eff.) Confus Resist +22% Rings make your fingers look great! |
titan's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Life Regen +1.00 Stun Resist +22% Rings make your fingers look great! |
warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
warrior's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+3 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+3 eff.) defense ------ Armor +4 Rings make your fingers look great! |
wizard's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Life +20.00 Disarm Resist +28% Pinning Resist +22% Knockbk Resist +23% Rings make your fingers look great! |
Githa (20-25 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Rare] Master Weapon Damage 19.5 - 25.4 Physical Uses 30% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Dex defense ------ Resistance +2% physical +6% temporal Mind save +6 (+3 eff.) Disease Resist +10% Sharp, short and deadly. |
steel greatmaul (28-41 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Normal] Weapon Damage 27.5 - 41.2 Physical Uses 72% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% Massive two-handed mauls. |
mighty elm longbow of fire4.0 Encumbrance T1 longbow 2H weapon [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +9 fire While equipped: Stats +3 Str offense ------ Physical Power +9 (+5 eff.) Damage +14% fire Longbows are used to shoot arrows at your foes. |
enhanced steel longsword of persecution (16-23 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego+] Nature/Disrupt Weapon Damage 16.5 - 23.1 Physical Uses 60% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Damage Against +9% Unnatural While equipped: Stats +4 Str +5 Dex +4 Mag +7 Wil +5 Cun +5 Con Sharp, long, and deadly. |
iron longsword 'Deepsransom' (12-17 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 12.0 - 16.8 Physical Uses 60% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +16 darkness On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +2 Con offense ------ Physical Power +6 (+3 eff.) Damage +6% darkness +6% temporal Ignore resists +10% darkness +6% physical defense ------ Resistance +6% temporal Disarm Resist +14% Sharp, long, and deadly. |
truestriking steel mace of evisceration (14-20 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego++] Master Weapon Damage 14.0 - 19.6 Physical Uses 60% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Critical: * Wound the target dealing 109 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +6 (+3 eff.) Ignore resists +7% physical Accuracy +6 (+2 eff.) Ignore Armor +6 Blunt and deadly. |
Furnacecutter the cured leather sling4.0 Encumbrance T2 sling 1H weapon Reqs Dex 16 [Random Unique] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-Hit, radius 1 +4 cold On-crit, radius 2 +8 fire While equipped: Stats +15 Wil +12 Con offense ------ Physical Crit +2.0% Ignore resists +15% fire Accuracy +7 (+2 eff.) defense ------ Life +40.00 Slings are used to hurl stones or metal shots at your foes. |
Barydrayon (15-18 power, 3 apr, acid element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +6 (+2 eff.) Spellpower/crit +3 Damage +15% acid +3% mind Ignore resists +20% blight defense ------ Resistance +3% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Elalratha the Rimesteel (15-18 power, 3 apr, blight element)5.0 Encumbrance T2 staff 2H weapon [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Mind Crit +2% Critical power +12.00% Spellpower +6 (+2 eff.) Mindpower +10 (+5 eff.) Damage +15% blight +12% cold defense ------ Resistance +12% cold other ------- Max psi +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Silyyarin (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Str +2 Dex +6 Con offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% darkness defense ------ Defense +7 (+7 eff.) Resistance +6% acid +9% blight other ------- Light +6 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 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 82.46 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. |
steel waraxe (11-15 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Normal] Weapon Damage 11.0 - 15.4 Physical Uses 60% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
Porurin the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Dex +3 Mag defense ------ Resistance +3% light Crit Resistance 5.00% Spell save +9 (+5 eff.) Life +31.00 other ------- Infravision +1 A belt that goes around your waist. |
Runohek the Lightningrupture1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Dex +2 Con offense ------ Mindpower +4 (+2 eff.) When Hit 4 lightning defense ------ Resistance +3% acid +9% fire +3% nature Mind save +5 (+2 eff.) A belt that goes around your waist. |
rough leather belt 'Zuboth'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+2 eff.) defense ------ Defense +5 (+5 eff.) Resistance +3% nature +3% mind Spell save +6 (+3 eff.) Mind save +9 (+4 eff.) Confus Resist +10% other ------- Size +1 A belt that goes around your waist. |
Ashripper the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Mind Crit +7% Critical power +10.00% Damage +6% light +9% fire Ignore resists +5% mind defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Bethuralle' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Cun +2 Con offense ------ Mindpower +20 (+10 eff.) Ignore resists +10% mind When Hit 4 mind defense ------ Defense +1 (+1 eff.) other ------- Max hate +8.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zubymira (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane While equipped: Stats +4 Str +7 Mag +2 Wil offense ------ Spell Crit +2% Spellpower +10 (+4 eff.) Spellpower/crit +3 When Hit 4 arcane defense ------ Resistance +8% lightning +7% darkness +8% light +8% fire +8% blight +8% cold +5% arcane +9% all Crit Resistance 10.00% Physical save +12 (+6 eff.) Spell save +41 (+16 eff.) Mind save +10 (+5 eff.) Silence Resist +20% other ------- Infravision +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of lightning (+19%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Wil +5 Mag offense ------ Damage +13% lightning defense ------ Resistance +19% lightning +9% all other ------- Mana/turn +0.13 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Normal] While equipped: defense ------ Resistance +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Falotokan the Serpentquell (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +3 Wil +4 Con offense ------ Mindpower +5 (+2 eff.) Damage +3% nature +3% light Ignore resists +7% physical +5% light +15% nature When Hit 10 nature defense ------ Armor +4 Fatigue +3% Resistance +6% nature Blindside: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (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. |
Velewyn the Galewrest (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +15% nature +9% cold Ignore resists +10% lightning When Hit 6 lightning defense ------ Armor +1 Resistance +9% cold other ------- Stamina/turn +0.40 Max stamina +12.00 A pair of boots made of leather. |
pair of dwarven-steel boots 'Strikewarden' (0 def, 7 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +21% lightning Ignore resists +25% mind When Hit 10 mind defense ------ Armor +7 Fatigue +3% Resistance +6% lightning other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Fulintir' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil defense ------ Armor +3 Fatigue +2% Resistance +12% acid +6% mind +3% darkness Physical save +5 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Unlife -20.00 life Life +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +1 Silence Resist +20% Confus Resist +21% Stun Resist +21% A pair of boots made of leather. |
corrosive dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 6 acid Damage +3% acid Accuracy +15 (+5 eff.) defense ------ Armor +2 Fatigue +3% Resistance +6% acid 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. |
storm rough leather gloves of strength (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+3 eff.) On-Hit 6 lightning Damage +4% lightning defense ------ Armor +1 Resistance +6% lightning 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. |
Betodalaith the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Critical power +5.00% When Hit 8 mind On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Armor +3 Fatigue +3% Resistance +12% lightning +9% cold Crit Resistance 5.00% Physical save +9 (+5 eff.) Mind save +10 (+5 eff.) Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Curepierce (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Str +3 Dex +2 Cun offense ------ Damage +11% acid +9% nature defense ------ Defense +1 (+1 eff.) Resistance +16% acid other ------- See Invisibility +3 A pointy cloth hat, very wizardly... |
insulating iron helm of trickery (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex offense ------ Ignore Armor +5 defense ------ Armor +3 Fatigue +5% Resistance +5% cold +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic rough leather cap of absorption (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +11% light +12% darkness other ------- Stamina when Hit +0.70 EQ when Hit +0.90 A cap made of leather. |
rough leather cap 'Frostkarma' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Wil offense ------ When Hit 2 cold defense ------ Armor +1 Fatigue +1% Resistance +9% cold +6% fire other ------- Max hate +6.00 Max psi +10.00 A cap made of leather. |
Porelebeth the Unlightvenom (8 def, 8 armour)9.0 Encumbrance T1 light armor [Rare] Psionic While equipped: offense ------ Ignore resists +15% physical Ignore Armor +2 On-Hit (Melee): * 20% chance to reduce damage dealt by 13% defense ------ Armor +8 Defense +8 (+8 eff.) Fatigue +6% Resistance +6% mind Mind save +10 (+5 eff.) Unlife -60.00 life A suit of armour made of leather. |
Sleetstun the cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Rare] Nature While equipped: Stats +1 Wil +2 Con offense ------ Damage +3% cold Ignore Armor +1 defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +3% lightning +2% physical +6% light +12% blight +11% darkness +9% temporal other ------- Light +1 A suit of armour made of leather. |
cleansing cured leather armour of resilience (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature/Disrupt While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +10% nature +11% blight Life +26.00 A suit of armour made of leather. |
rough leather armour of delving (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Master While equipped: Stats +4 Str defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Resistance +11% darkness +6% physical other ------- Light +1 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Normal] While equipped: defense ------ Armor +9 Fatigue +22% A suit of armour made of metal plates. |
Fognail (18/18, 14-19 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Rare] Master Weapon Damage 13.5 - 18.9 Physical Uses 30% Wil, 42% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +11 Ignore Armor +5 Critical Rate +1.0% Capacity 18 On-crit, radius 2 +20 darkness On Hit: * 10% chance to reduce all saves and defense by 15 * 20% chance to slow global speed by 41% * 10% chance to reduce damage dealt by 13% Arrows are used with bows to pierce your foes to death. |
15 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. |
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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical 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. |
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. |
Winterrace the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Cun +8 Wil offense ------ Damage +3% cold other ------- Light +6 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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+5 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
psychokinetic pouch of steel shots (13/13, 24-28 power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego+] Psionic Weapon Damage 23.5 - 28.2 Physical Uses 92% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 13 On-ranged-hit +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 78 physical damage Shots are used with slings to pummel your foes to death. |
Bleakschism [power 180] (15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% darkness Ignore Armor +4 On-Hit (Melee): * 20% chance to reduce damage dealt by 13% defense ------ Armor +2 Resistance +6% darkness Unlife -40.00 life Blast the opponent's mind dealing 218 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to heal for 52. Torques are made by powerful psionics to store psionic powers. |
Glorowyn [power 29] (25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +3 Dex +1 Mag offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +3% nature +3% darkness Spell save +12 (+6 eff.) Setup a psionic shield, reducing all damage taken by 29 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
cleansing steel torque of psionic shield [power 47] (25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
3 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. |
Loamtooth the elm wand of shielding [power 116] (20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +9% nature On-Hit (Melee): * 20% chance to reduce damage dealt by 13% defense ------ Resistance +3% nature +3% darkness Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing ash wand of shielding [power 200] (20 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to heal for 40. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
4 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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Isthuon the Shalore Adventurer level 15
55th Haze 122nd year of Ascendancy at 21:03 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Isthuon the Shalore Adventurer level 10
3rd Summertide 122nd year of Ascendancy at 01:07 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Isthuon the Shalore Adventurer level 15
68th Haze 122nd year of Ascendancy at 03:57 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Isthuon the Shalore Adventurer level 18
79th Haze 122nd year of Ascendancy at 21:49 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Isthuon the Shalore Adventurer level 10
1st Flare 122nd year of Ascendancy at 03:04 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Isthuon the Shalore Adventurer level 12
6th Flare 122nd year of Ascendancy at 04:29 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Isthuon the Shalore Adventurer level 16
69th Haze 122nd year of Ascendancy at 11:52 see stats
Log
Isthuon's Beyond the Flesh killed Shadow!
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 3 turns (stop reason: hostile spotted to the north (shadow)).
Ran for 2 turns (stop reason: hostile spotted to the east (Porawen the assassin)).
Isthuon casts Lightning.
Isthuon's Beyond the Flesh hits Porawen the assassin for 6 fire, 6 cold, 8 lightning, 5 arcane, 7 fire, 8 cold, 10 lightning, 7 arcane, 6 fire, 6 cold, 8 lightning, 6 arcane, 56 fire, 61 cold, 80 lightning, 54 arcane (334 total damage).
Porawen the assassin casts Draining Assault.
Porawen the assassin deactivates Stealth.
Isthuon is on fire!
Isthuon's is surrounded with an all-consuming flame!
Isthuon shrugs off Porawen the assassin's 'Burning Shock'!
Porawen the assassin steals life from Isthuon!
Isthuon hits Porawen the assassin for 36 healing, 2 healing, 29 healing, 2 healing (0 total damage) [69 healing].
Melee retaliation hits Porawen the assassin for 1 fire, 1 cold, 1 lightning, 1 arcane, 1 fire, 1 cold, 2 lightning, 1 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 1 fire, 1 cold, 2 lightning, 1 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane (31 total damage).
Porawen the assassin hits Isthuon for 135 physical, 6 fire, 109 physical, 8 fire (258 total damage).
Porawen the assassin receives 1 healing from Devouring flames from Porawen the assassin.
Burning from Porawen the assassin hits Isthuon for 5 fire damage.
Isthuon's Beyond the Flesh hits Porawen the assassin for 5 fire, 6 cold, 8 lightning, 5 arcane, 7 fire, 8 cold, 10 lightning, 7 arcane, 6 fire, 6 cold, 8 lightning, 6 arcane (83 total damage).
Porawen the assassin uses Disarm.
Porawen the assassin performs a melee critical strike against Isthuon!
Porawen the assassin's weapon surges with fire!











































































































