












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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.] Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Danger Alert 1.7.6Add a display of estimated threats in monster's tooltip. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 25 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by brecklorn at level 6 on the 20th Voratun 122nd year of Ascendancy at 00:17 1 / 5Killed by orc corruptor at level 14 on the 35th Profit 122nd year of Ascendancy at 09:09 Killed by Thicc at level 22 on the 6th Shortage 122nd year of Ascendancy at 15:52 Killed by Urkis, the High Tempest at level 24 on the 10th Iron 123rd year of Ascendancy at 07:22 Killed by Emyvea the elder vampire at level 25 on the 10th Iron 123rd year of Ascendancy at 16:38 |
| Antimagic | Follower |
Primary Stats
| Strength | 70 (base 51) |
| Dexterity | 30 (base 15) |
| Constitution | 40 (base 34) |
| Magic | 8 (base 10) |
| Willpower | 33 (base 27) |
| Cunning | 18 (base 10) |
Resources
| Life | 1016/1016 |
| Stamina | 230/230 |
| Equilibrium | 0 |
| Healing Factor | 1.3522297605397 |
| Regeneration | 10.368285211939 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 20.155423598945 |
| See Invisible | 20.155423598945 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 31 |
| Crit Chance | 8% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +12% |
| Lightning | +21% |
| Light | +12% |
| Cold | +28% |
| Blight | +9% |
| Arcane | +6% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Acid | +6% |
| Light | +15% |
| Physical | +20% |
| Nature | +8% |
| Arcane | +5% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 47.292304923968 (87.807182003187%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 10 |
| Physical Save | 57 |
| Spell Save | 62 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 54%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 63%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 15%( 70%) |
| Darkness | + 16%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 27% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 182 then cleanse 1 wound, poison, and disease effect. 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 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 499% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 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 5 turns. While Heroism is active, you will only die when reaching -280 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 280 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Strength by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | Kedunakhad (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% blight Melee Ret 8 acid On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +3 Fatigue -7% Resists +6% lightning +8% temporal +6% acid Phys.save +7 (+2 eff.) HP.reg +4.00 Heal.mod +13% ---------- misc Max.enc +20 A pair of boots made of leather. |
| Quiver | psychokinetic quiver of ash arrows of grasping (13/13, 19-27 power, 7 apr)3.0 T2 arrow ammo [Ego++] Nature/Psionic Power 19.0 - 26.6 Physical Uses 40% Wil, 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 13 Ranged+ +9 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 196 physical damage * 20% chance to create vines that bind the target to the ground dealing 196 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
| Light source | Runedudir the Spiderprophet1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold Res.pen +10% cold Melee Ret 10 nature ----- def ----- Resists +3% nature +6% cold Max.HP +55.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 49.09 to 147.27 lightning damage (98.18 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | scouring dwarven-steel gauntlets of the juggernaut (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: Stats +3 Con dps ---------- On Melee Ret: * 19 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Phys.save +13 (+4 eff.) Spell.save +16 (+4 eff.) Mind.save +4 (+1 eff.) Disarm- +27% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Zubyravea the yew totem of thorny skin [power 42] (20 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +4 Cun ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Psi/ret +0.16 Hate/m.crit +3.00 Harden the skin for 7 turns increasing armour by 42 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to heal for 71. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | mule's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Fatigue -6% Resists +22% lightning ---------- misc Max.enc +22 Rings make your fingers look great! |
| On fingers | Zanadechik0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Armour +10 Resists +3% cold +22% fire +5% arcane +6% light Die.at -60.00 life Rings make your fingers look great! |
| Around neck | Unruleg the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Mind.pwr +15 (+5 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +11% fire +11% cold Amulets make your neck look great! |
| In main hand | iron waraxe 'Shadowsun' (12-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Nature Power 12.5 - 17.5 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 physical +12 darkness +8 light On Crit.r2 +12 acid +9 nature While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +12% physical Res.pen +6% acid +20% physical +8% nature Apr +6 One-handed war axes. |
| Around waist | Glaremoon the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% light ----- def ----- Resists +3% light +3% cold Max.HP +31.00 ---------- misc Light +1 A belt that goes around your waist. |
| In off hand | Dawnedge (0 def, 4 armour, 12-15 power, 44 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 12.5 - 15.0 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +44 On Hit.r1 +16 mind On Hit: * 14% chance to reduce armor by 9% While equipped: Stats +2 Cun +5 Dex dps ---------- Melee+ 7 acid Res.pen +15% light Melee Ret 1 acid On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Armour +4 Fatigue +8% ---------- misc Infravis +1 Talents +1 Block Handheld deflection devices. |
| Cloak | Ravenwedge (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold Melee Ret 2 darkness ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +6% lightning +17% cold +9% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Adowen the steel mail armour (7 def, 10 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +6% arcane Res.pen +5% arcane ----- def ----- Armour +10 Defense +7 (+3 eff.) Fatigue +12% Resists +16% lightning +28% acid Mind.save +13 (+4 eff.) A suit of armour made of mail. |
Inventory
healing infusion of the titan (heal 137; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 137 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the titan (heal 122; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 122 then cleanse 1 wound, poison, and disease effect. 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 sneak (speed 462%; 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 increase movement speed by 462% 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. |
regeneration infusion (heal 135; 16 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 135 life over 5 turns. 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 titan (res 25%; magical; dur 2; 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 cure yourself of one random magical effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] 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 create a protective shield absorbing and reflecting at most 140 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
blink rune (range 4; phase 10; cd 13)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 4; phase 12; cd 20)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. 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. |
ethereal rune (power 7; resist 10%; move 39%; dur 5; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 10% all resistance, you move 39% faster, and you are invisible (power 7). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
protective copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Cun ----- def ----- Armour +4 Defense +5 (+2 eff.) Res.Cap +2% all Phys.save +9 (+3 eff.) Amulets make your neck look great! |
restful copper amulet of mastery (0.12 Technique / Conditioning)0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Masteries +0.12 Technique/Conditioning Amulets make your neck look great! |
restful steel amulet of mastery (0.10 Technique / Combat veteran)0.1 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +3.00 ---------- misc Masteries +0.10 Technique/Combat veteran Amulets make your neck look great! |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +21% Amulets make your neck look great! |
stabilizing steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% temporal Heal.mod +12% Cut- +50% Pinning- +24% Knockbk- +20% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 211 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
starlit steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% light +12% darkness Blind- +20% Amulets make your neck look great! |
Aruromisus0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Mag dps ---------- Melee+ 16 light Ranged+ 16 light Dmg.mod +11% light +15% blight Melee Ret 2 blight ----- def ----- Resists +12% acid +10% cold +14% fire +5% arcane +14% lightning HP.reg +3.00 Stun/Frz- +21% Rings make your fingers look great! |
Xedhewe0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal Mind.save +6 (+2 eff.) Confus- +22% ---------- misc Max.mana +20.00 Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring 'Blastbrawn'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% acid Res.pen +10% fire On Hit (Melee): * 20% chance to reduce armor by 9% ----- def ----- Resists +3% lightning Mind.save +4 (+1 eff.) Rings make your fingers look great! |
copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings make your fingers look great! |
copper ring of the mind (+11%)0.1 T1 ring jewelry [Ego] Psionic While equipped: dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind Rings make your fingers look great! |
psionicist's steel ring of the mind (+11%)0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind Mind.save +8 (+3 eff.) Rings make your fingers look great! |
Drake's Bane (45-68 power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Naromidar the Burnwing (17-22 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 17.0 - 22.1 Physical Uses 40% Wil, 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +4 fire On Crit.r2 +4 mind On Hit: * 20% chance to reduce all saves and defense by 30 * 10% chance to reduce armor by 9% While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Resists +3% acid Sharp, short and deadly. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 40% Wil, 50% Dex, 15% Mag 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 36.63 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 40% Wil, 55% Dex, 45% Str Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+10 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Spiderquick the stralite greatmaul (57-86 power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Nature/Master Power 57.0 - 85.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit.r1 +12 blight On Crit.r2 +41 lightning +47 cold While equipped: Stats +7 Con dps ---------- Phys.pwr +16 (+5 eff.) Mov.spd +45% Dmg.mod +12% nature +9% blight Res.pen +24% lightning +7% cold +5% blight +19% physical Acc +13 (+7 eff.) Melee Ret 4 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Defense +13 (+6 eff.) Disarm- +78% Massive two-handed mauls. |
truestriking dwarven-steel longsword of crippling (24-34 power, 4 apr)3.0 T3 longsword 1H weapon [Ego++] Master Power 24.0 - 33.6 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Res.pen +7% physical Acc +8 (+4 eff.) Apr +6 Sharp, long, and deadly. |
Blindbolt (30-41 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Nature Power 29.5 - 41.3 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +8 Str +4 Dex +7 Mag +8 Wil +5 Cun +5 Con dps ---------- Dmg.mod +9% acid +9% darkness Res.pen +15% darkness Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce damage dealt by 25% Blunt and deadly. |
iron mace 'Sulfurriver' (12-18 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +1 Cun dps ---------- Mind.crit +1% Crit.mult +5.00% Acc +6 (+3 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +9% nature Disarm- +20% ---------- misc Equi/ret +0.04 Blunt and deadly. |
Bloomsoul (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 24 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Kinetic Focus (6-7 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 231.66 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Plague-Fire Sceptre (24-29 power, 4 apr, physical element)5.0 T3 staff 1H weapon Reqs Mag 24 [Unique] Arcane Power 24.0 - 28.8 Fire Uses 125% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+10 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
ash magestaff of might (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +6 (+3 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of illumination (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +13.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% cold ----- def ----- Defense +7 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 45.38 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. |
potent elven-wood magestaff of might (30-36 power, 5 apr, arcane element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +14 (+6 eff.) Dmg.mod +30% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
River's Fury (23-32 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+5 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 2.62 cold damage and 2.29 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
flaming iron waraxe of phasing (11-15 power, 8 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 11.0 - 15.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +3.5% Atk.spd 100% Phasing +11% On Hit.r1 +5 fire One-handed war axes. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
monstrous rough leather belt1.0 T1 belt armor [Ego+] Nature While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Phys.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
Erelafang the Floepain (1 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +3% cold Res.pen +5% cold ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +3% physical Heal.mod +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven cashmere robe of nature (+18%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) Dmg.mod +12% nature ----- def ----- Resists +18% nature +11% all Mind.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of blight (+11%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +11% blight ----- def ----- Resists +11% blight +9% all Mind.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+0 eff.) ----- def ----- Resists +9% blight +9% all Mind.save +19 (+6 eff.) Max.HP +47.00 HP.reg +2.00 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's woollen robe of Linaniil (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane While equipped: Stats +1 Cun dps ---------- Spell.crit +13% Spell.pwr +23 (+8 eff.) Dmg.mod +8% light +5% darkness ----- def ----- Resists +9% all ---------- misc Mana/turn +0.17 Max.mana +48.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +8% all ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emelilaith (20 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Defense +20 (+10 eff.) Fatigue -6% Resists +5% arcane +6% blight Crit.chn- 15.00% Phys.save +7 (+2 eff.) HP.reg +4.00 ---------- misc Max.enc +27 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Urthebers the Kindlereign (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.pwr +15 (+5 eff.) Res.pen +5% light +15% mind Melee Ret 4 mind ----- def ----- Armour +3 Fatigue -3% Resists +5% arcane Phys.save +5 (+2 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 65.57 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Shimmerrend (0 def, 6 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +6% lightning +6% mind ----- def ----- Armour +6 Resists +12% mind Max.HP +100.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
sand hardened leather gloves (0 def, 9 armour)1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +3% physical ----- def ----- Armour +9 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. |
scouring hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 20 arcane resource burn ----- def ----- Armour +2 Spell.save +11 (+3 eff.) 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. |
Ce'Neda the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Armour +3 Fatigue +5% Resists +12% light +11% darkness Spell.save +6 (+2 eff.) Mind.save +3 (+1 eff.) HP.reg +4.00 Heal.mod +10% Blind- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crackleblow (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Con dps ---------- Res.pen +5% light +15% lightning Melee Ret 2 darkness ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning +3% darkness +3% light A cap made of leather. |
Velumira the Curemistress (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Wil dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +3% nature Res.pen +15% mind Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold ---------- misc Max.psi +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal A cap made of leather. |
insulating iron helm of fortune (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +6 Lck dps ---------- Phys.crit +2.0% Spell.crit +3% Mind.crit +3% ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of dexterity (+3) (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cleansesun (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +5% mind ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +18% nature +19% fire +6% darkness +9% mind A suit of armour made of leather. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 9.78 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
cleansing iron plate armour of cold resistance (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +10% blight +17% cold +10% nature A suit of armour made of metal plates. |
acidic steel shield of lightning resistance (+17%) (0 def, 4 armour, 18-21 power, 37.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 17.5 - 21.0 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 On Hit: * 10% chance to reduce armor by 9% While equipped: dps ---------- Melee+ 6 acid Melee Ret 5 acid ----- def ----- Armour +4 Fatigue +8% Resists +17% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield (0 def, 6 armour, 30-35 power, 85.5 block)7.0 T3 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 29.5 - 35.4 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +86 While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
flaming steel shield of the stars (0 def, 4 armour, 20-23 power, 36.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane/Nature When used to Attack: Power 19.5 - 23.4 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +36 Melee+ +12 light +11 darkness On Hit.r1 +12 fire While equipped: Stats +3 Cun +4 Mag dps ---------- Melee+ 6 fire Dmg.mod +11% light +13% darkness Melee Ret 3 fire ----- def ----- Armour +4 Fatigue +8% Resists +12% light +10% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
wrathful steel shield of shrapnel (0 def, 4 armour, 14-16 power, 38 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 13.5 - 16.2 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 On Crit.r2 +14 light +14 fire While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 211 physical damage over 5 turns (1/turn) * Deals 15 light and fire damage to each enemy blocked ----- def ----- Armour +4 Fatigue +8% Resists +9% light +6% fire ---------- misc Talents +1 Block Handheld deflection devices. |
arcing quiver of ash arrows of crippling (13/13, 21-29 power, 7 apr)3.0 T2 arrow ammo [Ego+] Arcane/Master Power 21.0 - 29.4 Physical Uses 40% Wil, 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 13 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
10 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
122 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. |
6 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. |
2 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
dwarven iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego+] Nature While equipped: Stats +1 Str ----- def ----- Phys.save +6 (+2 eff.) Spell.save +5 (+1 eff.) Mind.save +5 (+2 eff.) Max.HP +43.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Voidwolf' (dig speed 15 turns)3.0 T3 digger tool [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str +2 Mag dps ---------- Spell.crit +7% Dmg.mod +15% nature Res.pen +15% darkness ----- def ----- Resists +11% nature +6% darkness Max.HP +28.00 ---------- misc Max.mana +20.00 Max.stam +18.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 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. |
Loamquell2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% nature Res.pen +15% darkness Melee Ret 6 nature ----- def ----- Resists +3% nature Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +5 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(88 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Undeathpython2.0 T1 lite [Rare] Nature While equipped: dps ---------- Melee Ret 2 nature 2 light ----- def ----- Resists +3% acid +3% nature Max.HP +40.00 ---------- misc 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. |
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. |
brass lantern 'Flashvenom'2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Res.pen +5% fire Melee Ret 4 lightning 11 fire ----- def ----- Resists +9% lightning +6% fire +9% blight ---------- 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
elm totem of healing 'Aryreda' [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Res.pen +15% physical ----- def ----- Defense +10 (+5 eff.) ---------- misc Stam/turn +1.00 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
10 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. |
14 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Thicc the Dwarf Bulwark level 14
35th Profit 122nd year of Ascendancy at 10:10 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Thicc the Dwarf Bulwark level 9
24th Voratun 122nd year of Ascendancy at 19:28 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Thicc the Dwarf Bulwark level 20
30th Loss 122nd year of Ascendancy at 20:24 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Thicc the Dwarf Bulwark level 10
11st Profit 122nd year of Ascendancy at 07:13 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Thicc the Dwarf Bulwark level 20
29th Loss 122nd year of Ascendancy at 17:52 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Thicc the Dwarf Bulwark level 6
18th Voratun 122nd year of Ascendancy at 20:38 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Thicc the Dwarf Bulwark level 18
30th Dearth 122nd year of Ascendancy at 20:07 see stats
Log
Emyvea the elder vampire hits Thicc for 5 physical, (6 antimagic), 0 darkness, 6 physical, 6 darkness, 5 physical, 6 darkness, 4 physical, 6 darkness (39 total damage).
Melee retaliation hits Emyvea the elder vampire for (4 flat reduction), 0 acid, (1 flat reduction), 0 darkness, 0 arcane, (2 flat reduction), 0 nature, (4 flat reduction), 0 acid, (1 flat reduction), 0 darkness, 0 arcane, (2 flat reduction), 0 nature, (4 flat reduction), 0 acid, (1 flat reduction), 0 darkness, 0 arcane, (2 flat reduction), 0 nature, (4 flat reduction), 0 acid, (1 flat reduction), 0 darkness, 0 arcane, (2 flat reduction), 0 nature (0 total damage).
Thicc hits Emyvea the elder vampire for (9 flat reduction), 0 lightning (0 total damage).
Emyvea the elder vampire is not stunned anymore.
Emyvea the elder vampire is not silenced anymore.
Thicc is no longer attuned.
Thicc misses Emyvea the elder vampire.
Thicc has been set up!
Thicc's manaburn arcane area effect hits Thicc for 0 arcane damage.
Thicc's manaburn arcane area effect hits Emyvea the elder vampire for (2 flat reduction), 0 arcane (0 total damage).
Emyvea the elder vampire performs a diseased attack against Thicc.
Emyvea the elder vampire performs a melee critical strike against Thicc!
Thicc attunes to the damage.
Thicc shrugs off Emyvea the elder vampire's 'Rotting Disease'!
Emyvea the elder vampire hits Thicc for 65 physical, 15 darkness (80 total damage).
Melee retaliation hits Emyvea the elder vampire for (4 flat reduction), 0 acid, (1 flat reduction), 0 darkness, 0 arcane, (2 flat reduction), 0 nature (0 total damage).
Thicc the level 25 dwarf bulwark was shadowed to death by Emyvea the elder vampire on level 2 of Tempest Peak.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Emyvea the elder vampire killed Thicc!
Saving game...
Talent Infusion: Healing is ready to use.
Talent Shield Pummel is ready to use.
Ran for 2 turns (stop reason: interesting character).
Saving done.
Saving game...
Saving done.

























































































































