Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Ashes of Urh'Rok 1.5.0Official 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:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Embers of Rage 1.5.0Official 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:
Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Better Item Description 1.5.10This 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 Ignore Race/Class Locks 1.1.0Modifies 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: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Krog |
Class | Marauder |
Level / Exp | 38 / 53% |
Size | big |
Lifes / Deaths | Killed by Gloryba the wolf at level 18 on the 21st Regrowth 123rd year of Ascendancy at 11:53 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 90 (base 60) |
Dexterity | 58 (base 56) |
Constitution | 41 (base 10) |
Magic | 8 (base 10) |
Willpower | 47 (base 10) |
Cunning | 53 (base 40) |
Resources
Life | 1196/1196 |
Stamina | 294/294 |
Equilibrium | 30 |
Healing Factor | 1.6103791469193 |
Regeneration | 0.4025947867296 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 38.571311566212 |
See Invisible | 38.571311566212 |
Offense: Mainhand
Damage | 141 |
Accuracy | 43 |
Crit Chance | 34% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 114 |
Accuracy | 43 |
Crit Chance | 34% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 2.6666666666667 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Nature | +30% |
Acid | +13% |
Physical | +10% |
Mind | +28% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Acid | +5% |
Physical | +10% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 48 (71.270236612702%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 29 |
Mental Save | 37 |
Defense: Resistances
Nature | + 57%( 70%) |
Lightning | + 35%( 70%) |
Darkness | + 16%( 70%) |
Cold | + 35%( 70%) |
Blight | + 26%( 70%) |
Mind | + 19%( 70%) |
Fire | + 19%( 70%) |
All | + 8%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Bleed Resistance | 60% |
Confusion Resistance | 57% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 788% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 10 turns. While Heroism is active, you will only die when reaching -755 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 725 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Bloodthirst | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.20 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Battle tactics | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.60 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Thuggery | 1.50 |
| 1/5 |
| 3/5 |
| 3/5 |
| 4/5 |
Wild-gift / Antimagic | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Trained Reactions |
talent | Antimagic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Disengage (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 406. | 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. | done |
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! | done |
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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Corruptionwoe (0 def, 1 armour) Corruptionwoe (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +10% physical On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +1 Fatigue -4% Resists +3% nature Phys.save +5 (+2 eff.) Max.HP +70.00 ---------- misc Max.enc +23 Stam/turn +0.20 A pair of boots made of leather. |
Light source | Strikewedge Strikewedge2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Res.pen +15% lightning +5% acid Melee Ret 4 lightning On Hit (Melee): * 30% chance to daze at end of turn * 15% chance to corrode armour by 30% ----- def ----- Max.HP +42.00 ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Skullcr.mult +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+7 eff.) ---------- misc Light +1 Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Cun, 40% Dex, 40% Str Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 100% Destroy Magic 5 On Hit: 15% Mana Clash 3 On Hit: 10% Aura of Silence 1 On Hit: * 50 arcane resource burn Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 152.00 arcane damage and stunned). Uses 75 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | Tree of Life Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 8 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | stralite ring 'Singepierce' stralite ring 'Singepierce'0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +14 Str +8 Wil +6 Cun +6 Con dps ---------- Phys.pwr +9 (+2 eff.) Mind.pwr +13 (+4 eff.) Dmg.mod +9% mind Melee Ret 20 mind 8 fire ----- def ----- Armour +12 Resists +12% fire Rings can have magical properties. |
On fingers | Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Around neck | grounding stralite amulet of healing grounding stralite amulet of healing0.1 T4 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +17% lightning Heal.mod +14% Cut- +60% Stun/Frz- +26% Heal: Puts all charms on 27 cooldown Level 1.0 Pwr.cost 27 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 220 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | Eclipseravager the voratun waraxe (38.5-53.9 power, 6 apr) Eclipseravager the voratun waraxe (38.5-53.9 power, 6 apr)3.0 T5 waraxe 1H weapon [Rare] Psionic Power 38.5 - 53.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 darkness +25 mind On Hit: * 40% chance to inflict 15% damage reduction * 35% chance to cause random gloom While equipped: Stats +7 Cun +12 Wil dps ---------- Dmg.mod +9% mind +6% darkness Melee Ret 20 darkness ----- def ----- Resists +12% mind ---------- misc Hate/m.crit +2.00 One-handed war axes. |
Around waist | Lustreimmortal the rough leather belt Lustreimmortal the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 12 light On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +3% lightning Max.HP +32.00 ---------- misc Light +3 A belt that goes around your waist. |
In off hand | Tymarand (40-56 power, 6 apr) Tymarand (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Disrupt/Master Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +10 nature On Hit: * 25% chance to remove a magical effect On Crit: * wounds the target for 7 turns: 21 bleeding, 68% reduced healing While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +12 (+3 eff.) Res.pen +15% nature ----- def ----- Armour +6 Resists +8% all Crit.dmg- 5.00% Stun/Frz- +10% Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
Cloak | Shimmerbrace the cashmere cloak (2 def, 0 armour) Shimmerbrace the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +8 Str +3 Dex +7 Con ----- def ----- Defense +2 (+1 eff.) Resists +9% darkness +9% lightning Phys.save +8 (+3 eff.) Spell.save -18 (-9 eff.) Max.HP +58.00 ---------- misc Stam/turn +0.70 Mana/turn -0.26 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
healing infusion of the warrior (heal 275) healing infusion of the warrior (heal 275)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 275 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 271 over 5 turns) regeneration infusion of the duelist (heal 271 over 5 turns)0.1 T1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 271 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 741 over 5 turns) regeneration infusion of the warrior (heal 741 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 741 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 470 over 5 turns) regeneration infusion of the warrior (heal 470 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 470 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 585 over 5 turns) regeneration infusion of the warrior (heal 585 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 585 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion (resist 10%; cure magical) wild infusion (resist 10%; cure magical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 10% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the duelist (resist 17%; cure magical) wild infusion of the duelist (resist 17%; cure magical)0.1 T1 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 cure yourself of one random magical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the duelist (resist 23%; cure physical) wild infusion of the duelist (resist 23%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the duelist (resist 17%; cure mental) wild infusion of the duelist (resist 17%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the psychic (resist 17%; cure mental) wild infusion of the psychic (resist 17%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the sneak (resist 16%; cure mental) wild infusion of the sneak (resist 16%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 mental effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 ability. Press to compare to your current inscriptions |
wild infusion of the sneak (resist 15%; cure magical) wild infusion of the sneak (resist 15%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 ability. Press to compare to your current inscriptions |
wild infusion of the titan (resist 17%; cure mental, physical) wild infusion of the titan (resist 17%; cure mental, physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 17% for 4 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 ability. Press to compare to your current inscriptions |
wild infusion of the warrior (resist 20%; cure mental) wild infusion of the warrior (resist 20%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 6 turns. Also removes cross-tier effects of the affected types for free. 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 ability. Press to compare to your current inscriptions |
wild infusion of the warrior (resist 23%; cure mental) wild infusion of the warrior (resist 23%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 ability. Press to compare to your current inscriptions |
movement infusion of the psychic (635% speed; 4 turns) movement infusion of the psychic (635% speed; 4 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 635% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the sneak (559% speed; 6 turns) movement infusion of the sneak (559% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 559% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. 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 ability. Press to compare to your current inscriptions |
movement infusion of the sneak (600% speed; 6 turns) movement infusion of the sneak (600% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 600% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. 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 ability. Press to compare to your current inscriptions |
movement infusion of the wizard (440% speed; 5 turns) movement infusion of the wizard (440% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 440% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the sneak (+12 for 10 turns, die at -427) heroism infusion of the sneak (+12 for 10 turns, die at -427)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 10 turns. While Heroism is active, you will only die when reaching -427 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. Press to compare to your current inscriptions |
heroism infusion of the sneak (+13 for 9 turns, die at -615) heroism infusion of the sneak (+13 for 9 turns, die at -615)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 9 turns. While Heroism is active, you will only die when reaching -615 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. Press to compare to your current inscriptions |
heroism infusion of the titan (+11 for 9 turns, die at -521) heroism infusion of the titan (+11 for 9 turns, die at -521)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 9 turns. While Heroism is active, you will only die when reaching -521 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. Press to compare to your current inscriptions |
Gogen the Serpenttaint =con 3= Gogen the Serpenttaint =con 3=0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con ----- def ----- Resists +6% temporal +3% light +15% fire +5% arcane +3% nature Amulets can have magical properties. |
Withering Orbs 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... |
copper amulet of cunning (+3) =c3= copper amulet of cunning (+3) =c3=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets can have magical properties. |
Corruptionslice Corruptionslice0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Cun +4 Con dps ---------- Res.pen +5% darkness On Hit (Melee): * Slows global speed by 30% ----- def ----- Heal.mod +13% Cut- +50% Heal: Puts all charms on 27 cooldown Level 2.0 Pwr.cost 27 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 282 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Radhutomnir =d6 w6= Radhutomnir =d6 w6=0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Str +6 Dex +6 Wil ----- def ----- Armour +4 Resists +12% light Spell.save +20 (+10 eff.) Confus- +5% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets can have magical properties. |
steel amulet 'Eilinildakira' =3 will= steel amulet 'Eilinildakira' =3 will=0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% temporal Res.pen +5% arcane On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% temporal Amulets can have magical properties. |
steel amulet 'Isabeth' steel amulet 'Isabeth'0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Acc +4 (+1 eff.) ----- def ----- Armour +6 Fatigue -6% Phys.save +36 (+12 eff.) Die.at -80.00 life HP.reg +2.40 Heal.mod +20% ---------- misc Max.stam +10.00 Amulets can have magical properties. |
Cyrebeth =conf 25= Cyrebeth =conf 25=0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +30% acid Res.pen +20% arcane ----- def ----- Resists +12% acid +5% arcane Mind.save +6 (+3 eff.) Confus- +25% Rings can have magical properties. |
copper ring of lightning (+22%) copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings can have magical properties. |
Armirig =w4= Armirig =w4=0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Str +2 Mag +4 Wil dps ---------- Dmg.mod +13% mind ----- def ----- Fatigue -16% Resists +13% mind ---------- misc Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
Mardulach the steel ring Mardulach the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +5% arcane Disease- +30% Stun/Frz- +15% Teleport- +20% Rings can have magical properties. |
Nightsong =c6= Nightsong =c6=0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 30 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 32 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Rhuldil Rhuldil0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str dps ---------- Mind.pwr +14 (+4 eff.) ----- def ----- Armour +14 Mind.save +9 (+4 eff.) Heal.mod +30% ---------- misc Equi/ret +0.20 Rings can have magical properties. |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 14.25 cold and 15.68 physical damage (based on Willpower) each turn and knocking opponents back. Uses 45 power out of 60/60 This azure ring seems to be always moist to the touch. |
marksman's steel ring of perseverance =d3= marksman's steel ring of perseverance =d3=0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- HP.reg +1.90 Stun/Frz- +24% Rings can have magical properties. |
titan's steel ring of corrosion (+24%) =con 3= titan's steel ring of corrosion (+24%) =con 3=0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Phys.save +6 (+2 eff.) Rings can have magical properties. |
Bregedugorn the Dazzlereeve =orc= Bregedugorn the Dazzlereeve =orc=0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Mind.crit +6% Mind.pwr +4 (+1 eff.) Acc +10 (+3 eff.) Apr +9 Melee Ret 20 light ----- def ----- Defense +9 (+3 eff.) ---------- misc Psi/ret +0.08 Telepathy Humanoid/Orc Disengage: Puts all charms on 8 cooldown Level 2.6 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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 can have magical properties. |
Gorynarirab the gold ring =w5 con4= Gorynarirab the gold ring =w5 con4=0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Str +5 Wil +4 Con dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +10 (+3 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +5% all ----- def ----- Resists +6% lightning +9% temporal Spell.save +20 (+10 eff.) Rings can have magical properties. |
titan's gold ring =con 4= titan's gold ring =con 4=0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+3 eff.) Rings can have magical properties. |
treant's gold ring of clarity =conf 34= treant's gold ring of clarity =conf 34=0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: ----- def ----- Resists +9% nature +8% blight Mind.save +11 (+5 eff.) Poison- +12% Disease- +16% Confus- +34% Rings can have magical properties. |
Brightpiercer the stralite ring Brightpiercer the stralite ring0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Mind.crit +5% Crit.mult +15.00% Mind.pwr +6 (+2 eff.) Dmg.mod +17% nature Res.pen +15% mind +15% fire ----- def ----- Resists +34% nature Mind.save +30 (+11 eff.) Heal/summ +20 Rings can have magical properties. |
voratun longsword 'Poloyawe' (43-60.2 power, 6 apr) voratun longsword 'Poloyawe' (43-60.2 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Nature/Master Power 43.0 - 60.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 arcane On Hit: * 22% chance to daze at end of turn While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +2 Cun +3 Con dps ---------- Mind.crit +2% Dmg.mod +9% mind Res.pen +11% lightning +10% physical Acc +21 (+7 eff.) Apr +11 ----- def ----- Defense +14 (+5 eff.) Disarm- +47% ---------- misc Hate/m.crit +2.00 Max.hate +4.00 Sharp, long, and deadly. |
Ravenfurnace (45.5-63.7 power, 6 apr) Ravenfurnace (45.5-63.7 power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Nature/Disrupt/Master Power 45.5 - 63.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +46 insidious poison Against +18% Unnatural On Hit: * disrupts spell-casting While equipped: dps ---------- Phys.crit +14.0% Crit.mult +17.00% Dmg.mod +6% darkness +3% acid Apr +12 Melee Ret 8 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +9% acid Blunt and deadly. |
Blood-Letter (33-46.2 power, 4.5 apr) Blood-Letter (33-46.2 power, 4.5 apr)3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Lavajeer the stralite waraxe (31.5-44.1 power, 5 apr) Lavajeer the stralite waraxe (31.5-44.1 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Nature/Master Power 31.5 - 44.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +11 nature +11 temporal On Crit: * cripple the target While equipped: Stats +4 Str dps ---------- Phys.crit +7.0% Crit.mult +5.00% Dmg.mod +7% physical Acc +12 (+4 eff.) ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/ret +1.80 Max.mana +60.00 One-handed war axes. |
Swordbreaker (25-32.5 power, 20 apr) =d8 c8= Swordbreaker (25-32.5 power, 20 apr) =d8 c8=1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Mercy (35-45.5 power, 9 apr) Mercy (35-45.5 power, 9 apr)1.0 T4 dagger 1H weapon [Unique] Psionic Power 35.0 - 45.5 Physical Uses 55% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals physical damage equal to 3% of the target's missing health While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Phoenixbreacher the elven-silk robe (5 def, 0 armour) =con 9= Phoenixbreacher the elven-silk robe (5 def, 0 armour) =con 9=2.0 T5 cloth armor [Random Unique] Nature While equipped: Stats +9 Con dps ---------- Dmg.mod +34% nature +6% fire ----- def ----- Defense +5 (+2 eff.) Resists +17% blight +15% fire +39% nature +9% lightning Max.HP +96.00 HP.reg +4.50 Heal.mod +27% Poison- +35% Disease- +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+3 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt 'Brenyrion' =dragon tele= rough leather belt 'Brenyrion' =dragon tele=1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Con ----- def ----- Resists +9% lightning +3% light +3% darkness D.Red.from +17% Summoned Spell.save +3 (+1 eff.) ---------- misc See.Invis +3 Telepathy Dragon A belt that goes around your waist. |
Mighty Girdle Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rope Belt of the Thaloren =c7 w8= Rope Belt of the Thaloren =c7 w8=1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+4 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. |
Yvowe the drakeskin leather belt Yvowe the drakeskin leather belt1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% Phys.pwr +15 (+3 eff.) ----- def ----- Resists +8% acid +7% fire +8% lightning +7% cold Spell.save +10 (+5 eff.) Die.at -60.00 life HP.reg +1.30 Heal.mod +23% ---------- misc Size +1 A belt that goes around your waist. |
Aerywyn the linen cloak (1 def, 0 armour) =con 8= Aerywyn the linen cloak (1 def, 0 armour) =con 8=2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +8 Con dps ---------- Acc +4 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Stam/turn +0.40 Max.stam +25.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak (1 def, 0 armour) =will 3= regal linen cloak (1 def, 0 armour) =will 3=2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arthiyon (2 def, 0 armour) =d5= Arthiyon (2 def, 0 armour) =d5=2.0 T3 cloak armor [Rare] Nature While equipped: Stats +5 Dex dps ---------- Phys.crit +4.0% Phys.pwr +18 (+4 eff.) ----- def ----- Defense +2 (+1 eff.) Max.HP +42.00 ---------- misc Stam/turn +0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Voralaith the Shimmeridol (0 def, 3 armour) =orc tele= Voralaith the Shimmeridol (0 def, 3 armour) =orc tele=3.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.crit +2% Crit.mult +5.00% Dmg.mod +6% mind Melee Ret 20 lightning ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal ---------- misc Telepathy Humanoid/Orc Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves 'Ulfysachik' (0 def, 1 armour) =con 6= rough leather gloves 'Ulfysachik' (0 def, 1 armour) =con 6=1.0 T1 hands armor [Rare] Nature While equipped: Stats +6 Con dps ---------- Crit.mult +3.00% Melee+ 6 lightning Dmg.mod +3% lightning ----- def ----- Armour +1 Resists +6% lightning +3% darkness Confus- +5% Pinning- +5% Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
rough leather cap 'Deledoleg' (0 def, 1 armour) =w9= rough leather cap 'Deledoleg' (0 def, 1 armour) =w9=2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Str +3 Mag +9 Wil ----- def ----- Armour +1 Fatigue +1% Resists +7% lightning +6% temporal ---------- misc Telepathy Dragon A cap made of leather. |
Airnaught the hardened leather cap (0 def, 3 armour) =c3 w6 con8= Airnaught the hardened leather cap (0 def, 3 armour) =c3 w6 con8=2.0 T3 head armor [Rare] Master While equipped: Stats +6 Wil +3 Cun +8 Con ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning ---------- misc Telepathy Dragon A cap made of leather. |
cleansing iron helm of the depths (0 def, 3 armour) =depths= cleansing iron helm of the depths (0 def, 3 armour) =depths=3.0 T1 head armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +7% cold +6% nature ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 45 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Starripper the dwarven-steel helm (0 def, 4 armour) =d5 c10= Starripper the dwarven-steel helm (0 def, 4 armour) =d5 c10=3.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +5 Dex +10 Cun dps ---------- Dmg.mod +9% light Res.pen +10% light ----- def ----- Armour +4 Fatigue +4% ---------- misc Telepathy Humanoid/Orc A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)3.0 T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.0 Pwr.cost 34 out of 45/45. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 169.88 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Murkthorn (0 def, 5 armour) Murkthorn (0 def, 5 armour)3.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Str +8 Dex +4 Wil +4 Cun dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +3% blight Res.pen +20% darkness Melee Ret 20 darkness On Hit (Melee): * 20% chance to disease ----- def ----- Armour +5 Fatigue +5% Resists +11% lightning +13% temporal Skullcr.mult +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate 6 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. |
9 spinel 9 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. |
11 ametrine 11 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 citrine 6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon 11 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine 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. |
9 opal 9 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. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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. |
12 amethyst 12 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. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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 emerald 2 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. |
5 garnet 5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Petrified Wood Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
759 alchemist agate 759 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. |
Bethelrana the Bloomtreason =will 4= Bethelrana the Bloomtreason =will 4=2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind +9% nature On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% acid +3% fire +5% arcane +3% light ---------- misc Light +2 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 Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (104 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 60 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Velerakira (dig speed 11 turns) Velerakira (dig speed 11 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +6 Str +2 Mag dps ---------- Dmg.mod +7% nature Apr +7 ----- def ----- Resists +6% darkness +6% fire +11% nature +5% arcane ---------- misc See.Invis +6 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 20 cooldown Level 2.6 Pwr.cost 20 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 152 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. |
Cutheyarain the Morningwilter [power 50] (15 cooldown) Cutheyarain the Morningwilter [power 50] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +6 Wil dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Fatigue -8% ---------- misc Light +3 See.Invis +3 Harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+4 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Achievements
By Krogauder? the Krog Marauder level 22
35th Regrowth 123rd year of Ascendancy at 21:44 see stats
By Krogauder? the Krog Marauder level 36
21st Dusk 123rd year of Ascendancy at 07:37 see stats
By Krogauder? the Krog Marauder level 36
15th Dusk 123rd year of Ascendancy at 18:07 see stats
By Krogauder? the Krog Marauder level 27
4th Pyre 123rd year of Ascendancy at 16:20 see stats
By Krogauder? the Krog Marauder level 26
65th Regrowth 123rd year of Ascendancy at 14:18 see stats
By Krogauder? the Krog Marauder level 9
42nd Dusk 122nd year of Ascendancy at 21:11 see stats
By Krogauder? the Krog Marauder level 33
6th Dusk 123rd year of Ascendancy at 17:44 see stats
By Krogauder? the Krog Marauder level 22
38th Regrowth 123rd year of Ascendancy at 14:33 see stats
By Krogauder? the Krog Marauder level 27
13rd Pyre 123rd year of Ascendancy at 04:16 see stats
By Krogauder? the Krog Marauder level 35
13rd Dusk 123rd year of Ascendancy at 13:00 see stats
By Krogauder? the Krog Marauder level 30
39th Pyre 123rd year of Ascendancy at 17:27 see stats
By Krogauder? the Krog Marauder level 31
51st Pyre 123rd year of Ascendancy at 18:46 see stats
By Krogauder? the Krog Marauder level 10
51st Dusk 122nd year of Ascendancy at 11:02 see stats
By Krogauder? the Krog Marauder level 20
29th Regrowth 123rd year of Ascendancy at 02:33 see stats
By Krogauder? the Krog Marauder level 30
35th Pyre 123rd year of Ascendancy at 13:55 see stats
By Krogauder? the Krog Marauder level 11
58th Dusk 122nd year of Ascendancy at 06:41 see stats
By Krogauder? the Krog Marauder level 21
33rd Regrowth 123rd year of Ascendancy at 15:41 see stats
By Krogauder? the Krog Marauder level 25
64th Regrowth 123rd year of Ascendancy at 07:26 see stats
By Krogauder? the Krog Marauder level 8
26th Dusk 122nd year of Ascendancy at 20:11 see stats
By Krogauder? the Krog Marauder level 29
35th Pyre 123rd year of Ascendancy at 11:31 see stats
By Krogauder? the Krog Marauder level 21
33rd Regrowth 123rd year of Ascendancy at 09:48 see stats
By Krogauder? the Krog Marauder level 14
4th Decay 122nd year of Ascendancy at 16:21 see stats
By Krogauder? the Krog Marauder level 18
21st Regrowth 123rd year of Ascendancy at 11:53 see stats
By Krogauder? the Krog Marauder level 35
14th Dusk 123rd year of Ascendancy at 22:39 see stats
Log
Today is the 57th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:28.
Today is the 58th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:53.
--------------------------------
Today is the 59th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:06.
Today is the 60th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:31.
--------------------------------
Saving done.
--------------------------------
Today is the 61st Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:43.
--------------------------------
Today is the 62nd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:08.
--------------------------------
There is a trapdoor into the necromancer's ruins here (press '' or right click to use).
--------------------------------
Krogauder? deactivates Antimagic Shield.
Krogauder? activates Antimagic Shield.
Krogauder? deactivates Trained Reactions.
Krogauder? activates Trained Reactions.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.
Krogauder? deactivates Antimagic Shield.
Krogauder? deactivates Trained Reactions.