









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This 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. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This 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 Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Brawler |
| Level / Exp | 25 / 79% |
| Size | big |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 11 on the 18th Profit 122nd year of Ascendancy at 08:47 0 / 7Killed by Mayyma the skeleton warrior at level 14 on the 29th Profit 122nd year of Ascendancy at 00:14 Killed by Adytta the sandworm at level 21 on the 39th Dearth 122nd year of Ascendancy at 02:32 Killed by Voralaith the sandworm at level 22 on the 40th Dearth 122nd year of Ascendancy at 06:56 Killed by Aryma the orc necromancer at level 25 on the 2nd Loss 122nd year of Ascendancy at 16:34 Killed by Xudhelramira the rattlesnake at level 25 on the 2nd Loss 122nd year of Ascendancy at 18:51 Killed by shadow at level 25 on the 3rd Loss 122nd year of Ascendancy at 04:37 |
Primary Stats
| Strength | 44 (base 13) |
| Dexterity | 71 (base 55) |
| Constitution | 41 (base 10) |
| Magic | 17 (base 12) |
| Willpower | 34 (base 10) |
| Cunning | 55 (base 47) |
Resources
| Life | -93/860 |
| Stamina | 108/232 |
| Healing Factor | 1.3681403954778 |
| Regeneration | 4.4464562853029 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 35.032874162149 |
| See Invisible | 35.032874162149 |
Offense: Barehand
| Damage | 88 |
| Accuracy | 56 |
| Crit Chance | 38% |
| APR | 3 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +15% |
| Acid | +15% |
| Light | +10% |
| Cold | +15% |
| Darkness | +9% |
| Arcane | +9% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Cold | +25% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 25 (65.65183292883%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 1 |
| Physical Save | 46 |
| Spell Save | 46 |
| Mental Save | 41 |
Defense: Resistances
| Blight | + 24%( 70%) |
| Physical | + 21%( 70%) |
| Cold | + 38%( 70%) |
| All | + 17%( 70%) |
| Darkness | + 40%( 70%) |
| Light | + 49%( 70%) |
| Temporal | + 30%( 70%) |
| Mind | + 30%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 50%( 70%) |
Defense: Immunities
| Disarm Resistance | 23% |
| Confusion Resistance | 39% |
| Pinning Resistance | 38% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 88 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 187 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Endless Endurance (+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 gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed green worm. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed bear paw. * You've found the needed bloated horror heart. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun 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. |
| On hands | Bregechak the Blacktaint (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Master While equipped: Stats +3 Str +4 Dex dps ---------- Phys.crit +9.0% Spell.crit +11% Mind.crit +11% Crit.mult +8.00% Phys.pwr +11 (+3 eff.) Dmg.mod +9% arcane +9% darkness Acc +11 (+4 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +2 Unarmed combat: Power 132% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +16.0% Atk.spd 125% On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Borotodir the Quenchravager (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +7 Dex +6 Wil +2 Cun dps ---------- Res.pen +25% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 167.3 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tarrotorim the Dourzeal [power 2] (5/25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +15.00% Phys.pwr +5 (+1 eff.) Res.pen +5% darkness ----- def ----- Resists +9% darkness +3% physical Phys.save +6 (+2 eff.) Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 33% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Elenetir0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +9% blight +2% physical +6% temporal +9% fire Crit.dmg- 10.00% Max.HP +24.00 Disarm- +23% Pinning- +21% Knockbk- +24% Rings make your fingers look great! |
| On fingers | copper ring 'Murkwinnow'0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Dex +4 Mag +5 Wil +2 Cun +7 Con dps ---------- Spell.pwr +6 (+3 eff.) ----- def ----- Resists +3% darkness Rings make your fingers look great! |
| Around neck | gold amulet 'Tyneg'0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Str +4 Dex ----- def ----- Resists +6% cold +16% mind +9% light Max.HP +40.00 Confus- +39% Amulets make your neck look great! |
| Main armor | 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 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+4 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. |
| Light source | 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.(89 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +2 (+1 eff.) Resists +16% darkness +10% temporal Spell.save +5 (+2 eff.) Def/telep +13 Res/telep +12% Dur/telep +13% ---------- misc Max.mana +40.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Zanidodur1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex +1 Mag +1 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +9% fire Crit.dmg- 5.00% Spell.save +15 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Inventory
healing infusion (heal 40; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the sneak (heal 150; 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 instantly heal yourself for 150 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
heroism infusion (die at -145; dur 7; cd 29)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -145 life. The duration and life will increase by 1% for every 1% life you have lost (currently 306 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, cold, nature, mind)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 physical, 5 cold, 5 nature, 5 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 14; resist 15%; move 37%; dur 5; cd 22)0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 15% all resistance, you move 37% faster, and you are invisible (power 14). 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 (+3 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... |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
copper ring 'Gloomking'0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+3 eff.) Dmg.mod +3% blight Melee Ret 6 blight 2 cold ----- def ----- Resists +6% blight +9% darkness Rings make your fingers look great! |
Siludhelaith the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Wil +3 Mag ----- def ----- Resists +5% arcane +3% fire HP.reg +4.00 Stun/Frz- +31% ---------- misc Light +3 Infravis +2 Rings make your fingers look great! |
ethereal ash starstaff of channeling (111% power, 3 apr, light element)5.0 T2 staff 2H weapon [Ego++] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +18 (+9 eff.) Dmg.mod +15% light Phasing +12% ----- def ----- Defense +14 (+4 eff.) Shield.pwr +7% ---------- misc Mana/turn +0.14 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff 'Hellswhisper' (120% power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +11% Spell.pwr +13 (+7 eff.) Dmg.mod +20% blight Res.pen +15% lightning ----- def ----- Armour +6 Hardiness +5% Resists +3% lightning +21% fire Phys.save +5 (+1 eff.) ---------- misc Max.mana +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
warbringer's dwarven-steel battleaxe of massacre (153% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master Power 154% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +14 (+4 eff.) Res.pen +10% physical ----- def ----- Disarm- +21% Massive two-handed battleaxes. |
steel greatmaul 'Bethireba' (130% power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Nature Power 131% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit.r2 +33 fire While equipped: Stats +3 Str +4 Dex +7 Wil dps ---------- Mind.pwr +15 (+6 eff.) All.spd +6% Res.pen +10% fire ---------- misc See.Invis +6 Massive two-handed mauls. |
elemental steel greatsword (132% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Arcane Power 132% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 31 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +7% acid Res.pen +7% acid Massive two-handed swords. |
hateful dwarven-steel greatsword (146% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Psionic Power 146% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 darkness Against +14% Living Massive two-handed swords. |
balanced dwarven-steel longsword (125% power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Master Power 126% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +29% Sharp, long, and deadly. |
Grinatothad the Shockborn (135% power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 135% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 mind +13 cold On Hit: * 13% chance to reduce all saves and defense by 24 While equipped: Stats +3 Cun +4 Wil dps ---------- Dmg.mod +12% lightning Melee Ret 2 temporal ----- def ----- Resists +15% lightning +3% temporal One-handed war axes. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 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. |
Voruma the steel dagger (118% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 119% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to reduce armor by 22% While equipped: Stats +6 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +6% lightning +6% nature +6% acid Sharp, short and deadly. |
Zubalera the steel dagger (102% power, 8 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 102% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +3 Dex dps ---------- Phys.spd +10% Acc +8 (+3 eff.) ----- def ----- Resists +9% light +9% lightning Spell.save +6 (+2 eff.) Sharp, short and deadly. |
flaming steel dagger of massacre (124% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 124% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +5 fire Sharp, short and deadly. |
vined mindstar 'Emelinn' (81% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 82% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +8 mind On Hit: * 20% chance to reduce all saves and defense by 24 While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 7 mind 5 darkness Dmg.mod +4% mind +3% darkness ----- def ----- Resists +6% lightning Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Disarm- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
acidic dwarven-steel steamsaw (65% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Power 123% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +47 Uses 1.0 Steam When used to Attack: On Hit: * 19% chance to reduce armor by 22% While equipped: dps ---------- Melee+ 8 acid Melee Ret 2 acid ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
thought-forged dwarven-steel steamsaw of rage (123% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Psionic/Steamtech Power 123% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Melee+ +9 mind On Hit: * 10% chance to reduce all saves and defense by 24 Uses 1.0 Steam While equipped: Stats +2 Str +1 Cun +1 Wil dps ---------- Dmg.mod +5% physical Acc +9 (+3 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
barbed pouch of steel shots (18/18, 137% power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 137% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +9.5% Capacity 18 On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Korehir (0 def, 2 armour, 96% power, 18 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Psionic When used to Attack: Power 96% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +2.5% Block +18 While equipped: Stats +5 Dex +3 Cun dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +2 Fatigue +8% Resists +12% mind ---------- misc Infravis +3 Talents +1 Block Handheld deflection devices. |
Fire Dragon Shield (16 def, 9 armour, 170% power, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 170% Range: 1.2x Uses 100% Str Dmg Fire Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+4 eff.) Rng.Def +15 (+4 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
rejuvenating rough leather armour of fire resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% fire HP.reg +2.00 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
duelist's hardened leather armour of Eyal (13 def, 9 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +4 Cun +5 Dex ----- def ----- Armour +9 Defense +13 (+3 eff.) Fatigue +8% Max.HP +20.00 HP.reg +2.00 Heal.mod +10% A suit of armour made of leather. |
enlightening steel mail armour of fire resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +5 Cun +3 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% fire Mind.save +12 (+4 eff.) A suit of armour made of mail. |
prismatic steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% light +10% darkness A suit of armour made of mail. |
radiant steel mail armour of implacability (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +1 Wil ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +6% Resists +14% blight +12% darkness Phys.save +6 (+2 eff.) ---------- misc Light +1 A suit of armour made of mail. |
steel mail armour 'Abysstooth' (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 10 acid 12 fire Dmg.mod +6% blight +6% fire +15% arcane Res.pen +25% blight Melee Ret 10 acid 10 fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +16% acid +29% fire A suit of armour made of mail. |
dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +20% cold A suit of armour made of mail. |
enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Mind.save +11 (+4 eff.) A suit of armour made of mail. |
blurring rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +10 (+3 eff.) Fatigue -4% Stealth +6 ---------- misc Max.enc +20 A belt that goes around your waist. |
Olyneg the linen cloak (26 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Phys.pwr +20 (+6 eff.) Dmg.mod +6% physical ----- def ----- Defense +26 (+7 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. |
Relgotondur the Dimradiance (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +1 Wil +1 Cun dps ---------- Spell.pwr +5 (+3 eff.) Dmg.mod +12% arcane ----- def ----- Defense +1 (+0 eff.) Resists +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping kruk cloak of the Shaloren (6 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +6 (+2 eff.) Phys.save +7 (+2 eff.) A stylish kruk-style cloak, to look awesome. |
thick linen cloak of the Shaloren (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of the voidstalker (8 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +8 (+2 eff.) Resists +11% darkness +16% temporal Phys.save +7 (+2 eff.) Def/telep +13 Res/telep +10% Dur/telep +10% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duskcrack (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +2 Str +4 Dex +2 Mag +2 Cun dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +3 Resists +7% lightning +6% temporal HP.reg +4.00 Heal.mod +10% Disengage: Puts all charms on 15 cooldown Level 1.3 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 114% 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. A pair of boots made of leather. |
Dourdredge the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Crit.mult +10.00% Res.pen +5% darkness +10% acid On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Armour +3 Fatigue +2% Resists +6% darkness ---------- misc Equi/ret +0.04 Rush: Puts all charms on 25 cooldown Level 1.3 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glintravager (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +9% light +15% blight Res.pen +5% lightning ----- def ----- Armour +3 Fatigue +2% Resists +3% light Silence- +21% Confus- +22% Stun/Frz- +22% ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ivussra the rough leather gloves (10 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: dps ---------- Phys.crit +2.0% Melee+ 6 darkness Dmg.mod +4% darkness Melee Ret 2 mind ----- def ----- Armour +1 Defense +10 (+3 eff.) Resists +6% darkness Phys.save +3 (+1 eff.) ---------- misc Stam/turn +2.00 Unarmed combat: Power 93% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% On Hit: 20% Moonlight Ray 1 On Hit: * 6% chance to reduce damage dealt by 20% 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 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 125% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 92% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Airvalor (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +1 Con dps ---------- Melee+ 12 fire Dmg.mod +9% fire Res.pen +5% lightning ----- def ----- Armour +2 Resists +3% acid +6% temporal +3% cold +12% fire Phys.save +10 (+3 eff.) Spell.save +3 (+1 eff.) Mind.save +5 (+2 eff.) Disarm- +23% Unarmed combat: Power 115% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% Melee+ +8 physical On Crit.r2 +12 fire On Hit: 10% Juggernaut 1 On Hit: 20% Fire Breath 3 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 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 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 117% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 125% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 152.33 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
steady hardened leather gloves of the nighthunter (0 def, 2 armour)1.0 T2 hands armor [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Acc +13 (+4 eff.) ----- def ----- Armour +2 Resists +8% darkness Phys.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +28% ---------- misc Infravis +2 Unarmed combat: Power 118% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +3 Crit +7.0% Atk.spd 125% Melee+ +8 darkness On Hit: 10% Perfect Control 3 On Crit: 10% Dominate 3 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 105% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Yvarille' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +7 Dex +3 Con dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +6% temporal Unarmed combat: Power 101% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +7.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
Boremabar the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +6 Dex +1 Con dps ---------- Phys.pwr +20 (+6 eff.) Apr +3 ----- def ----- Armour +1 Fatigue +1% ---------- misc Max.stam +10.00 A cap made of leather. |
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 33.26 to 99.78 lightning damage (66.52 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
rough leather cap 'Dazzlespawner' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Mag +1 Cun +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% light ---------- misc Light +3 A cap made of leather. |
rough leather cap 'Xigavea' (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Str +3 Mag +5 Wil +4 Cun dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +3% mind ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Deepsoath the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Wil +1 Cun dps ---------- Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
4 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. |
4 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. |
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. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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 lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
3 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 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
443 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. |
Mayetta the Stokefame2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Mind.crit +1% Dmg.mod +3% fire Melee Ret 12 fire ----- def ----- Armour +4 Resists +9% light +6% fire Die.at -20.00 life ---------- 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 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 'Ravenorder'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Melee Ret 6 darkness ----- def ----- Armour +6 Phys.save +6 (+2 eff.) Max.HP +20.00 Heal.mod +17% Stun/Frz- +10% ---------- 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. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of quickening (dig speed 30 turns)3.0 T1 digger tool [Ego+] Arcane While equipped: Stats +1 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
cleansing iron torque of clear mind [power 1] (5/25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast 'Shimmerraven' [power 225] (5/15 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +12% nature +3% lightning Melee Ret 8 lightning Blast the opponent's mind dealing 259 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to gain a 28% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Fulorion [power 182] (5/20 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% mind ---------- misc Max.hate +2.00 Max.psi +40.00 Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Markseud the Dwarf Brawler level 24
45th Dearth 122nd year of Ascendancy at 22:34 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Markseud the Dwarf Brawler level 21
27th Dearth 122nd year of Ascendancy at 17:02 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Markseud the Dwarf Brawler level 25
2nd Loss 122nd year of Ascendancy at 08:34 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Markseud the Dwarf Brawler level 24
45th Dearth 122nd year of Ascendancy at 22:34 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Markseud the Dwarf Brawler level 10
16th Profit 122nd year of Ascendancy at 15:10 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Markseud the Dwarf Brawler level 20
9th Wealth 122nd year of Ascendancy at 21:18 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Markseud the Dwarf Brawler level 6
18th Voratun 122nd year of Ascendancy at 13:17 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Markseud the Dwarf Brawler level 9
14th Profit 122nd year of Ascendancy at 05:32 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Markseud the Dwarf Brawler level 15
31st Profit 122nd year of Ascendancy at 11:41 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Markseud the Dwarf Brawler level 23
40th Dearth 122nd year of Ascendancy at 19:02 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Markseud the Dwarf Brawler level 17
38th Profit 122nd year of Ascendancy at 02:41 see stats
Log
Fire drake receives 3 healing from Shadow.
Fire drake receives 1 healing from Ritch flamespitter.
Fire drake receives 3 healing from Shadow.
Fire drake receives 3 healing from War hound.
Fire drake's devouring flames area effect hits Shadow for 0 fire damage.
Fire drake's devouring flames area effect hits Markseud for (14 flat reduction), 2 fire (2 total damage).
Fire drake's devouring flames area effect hits Ritch flamespitter for 6 fire damage.
Fire drake's devouring flames area effect hits Shadow for 19 fire damage.
Fire drake's devouring flames area effect hits War hound for 19 fire damage.
Fire drake's devouring flames area effect hits Shadow for 19 fire damage.
Fire drake's devouring flames area effect hits 3-headed hydra for 19 fire damage.
Fire drake's devouring flames area effect hits Poryldassra the large brown snake for 19 fire damage.
Fire drake's devouring flames area effect hits Aerotha the large brown snake for 17 fire damage.
Fire drake's devouring flames area effect hits Shadow for 19 fire damage.
Fire drake receives 3 healing from 3-headed hydra.
Fire drake receives 3 healing from Poryldassra the large brown snake.
Fire drake receives 3 healing from Aerotha the large brown snake.
Fire drake receives 3 healing from Shadow.
Shadow casts Blindside.
Shadow performs a melee critical strike against Markseud!
Shadow slows down.
Melee retaliation hits Shadow for 4 nature, 23 nature (27 total damage).
Shadow hits Markseud for (14 flat reduction), 46 physical (46 total damage).
Shadow casts Shadow Lightning.
Shadow casts Shadow Flames.
Shadow hits Markseud for (14 flat reduction), 140 fire (140 total damage).
Melee retaliation hits Aerotha the large brown snake for 3 nature, 20 nature, 3 nature, 20 nature (48 total damage).
Aerotha the large brown snake hits Markseud for (14 flat reduction), 41 mind, (5 flat reduction), 0 physical, (5 flat reduction), 0 physical (41 total damage).
Shadow hits Markseud for (14 flat reduction), 192 lightning (192 total damage).
Markseud the level 25 dwarf brawler was toasted to death by a shadow on level 3 of Old Forest.




































































































































