











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog 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 | Normal Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Cursed |
| Level / Exp | 33 / 10% |
| Size | huge |
| Lifes / Deaths | Killed by Blood Master at level 19 on the 4th Allure 123rd year of Ascendancy at 02:07 2 / 4Killed by Ce'Nerarin the skeleton assassin at level 21 on the 9th Flare 123rd year of Ascendancy at 18:48 Killed by Silamira the dredge at level 22 on the 38th Haze 123rd year of Ascendancy at 19:05 Killed by elven cultist at level 25 on the 53rd Haze 123rd year of Ascendancy at 01:36 |
Primary Stats
| Strength | 127 (base 60) |
| Dexterity | 45 (base 23) |
| Constitution | 34.340449927278 (base 12) |
| Magic | 12 (base 10) |
| Willpower | 78.340449927278 (base 60) |
| Cunning | 24 (base 10) |
Resources
| Life | 972/972 |
| Hate | 68/100 |
| Healing Factor | 1.1270154960563 |
| Regeneration | 2.5357848661266 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 10.340449927278 |
Offense: Mainhand
| Damage | 195 |
| Accuracy | 44 |
| Crit Chance | 12% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +18% |
| Light | +10% |
| Blight | +18% |
| Physical | +17% |
| Darkness | +27% |
| All | 0% |
Offense: Damage Penetration
| Physical | +25% |
| Fire | +5% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 70.317011280365 (77.903125182002%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 48 |
| Spell Save | 38 |
| Mental Save | 49 |
Defense: Resistances
| Blight | + 25%( 70%) |
| Arcane | + 27%( 70%) |
| Mind | + 43%( 70%) |
| All | + 23%( 70%) |
| Lightning | + 33%( 70%) |
| Light | + 46%( 70%) |
| Temporal | + 39%( 70%) |
| Physical | + 35%( 73%) |
| Fire | + 56%( 70%) |
| Darkness | + 43%( 79%) |
Defense: Immunities
| Stun Resistance | 94% |
| Pinning Resistance | 20% |
| Confusion Resistance | 46% |
| Fear Resistance | 41% |
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 61% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 251 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 122 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 1081% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 760 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Repel |
| talent | Gloom |
| talent | Stalk |
| talent | Savage Hunter |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +4% critical damage, +3% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Hunting: Marked Prey18% Received damage reduction against: - Orc - Temporal |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Power 1+: Nightwalker: +17 Darkness Resistance, +9% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 16% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 16% for 3 turns. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+16% resist all). Shroud of Passing |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 17% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +5 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 34 mind and 43 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 52 Mind damage, and deal 66 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+24% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
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 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by blade horror. Escort: injured seer (level 1 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by fire drake. Escort: injured seer (level 7 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)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 Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Lacerating Strikes (+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 ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | 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. | 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 upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 111. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | 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! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Pitchoracle (Corpses) (8 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Cun +2 Con dps ---------- Dmg.mod +3% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +4 Defense +8 (+4 eff.) Fatigue +3% Resists +7% lightning +9% temporal +9% darkness +3% blight Phys.save +12 (+4 eff.) Mind.save +15 (+5 eff.) Curse of Corpses Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| 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.(133 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Quasit's Skull (Shrouds) (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Curse of Shrouds Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | Eilinawe the Ebonyflash (Nightmares) (0 def, 9 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +18% darkness +5% physical On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Armour +9 Mind.save +9 (+3 eff.) ---------- misc Equi/ret +0.04 Hate/m.crit +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | quick elm totem of healing [power 92] (12 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 92 Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +22.00 Disarm- +21% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
| On fingers | psionicist's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +23% Rings make your fingers look great! |
| Around neck | Bethabeth the Burnwyrd0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +13 Dex +8 Wil +4 Cun +7 Con dps ---------- Mov.spd +10% Dmg.mod +15% blight Res.pen +5% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Fatigue -7% Resists +9% physical HP.reg +1.00 ---------- misc Stam/turn +1.30 Amulets make your neck look great! |
| In main hand | Golden Three-Edged Sword 'The Truth' (Misfortune) (49-78 power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target Curse of Misfortune The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
| Around waist | Thunderwind (Nightmares)1.0 T3 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +18% lightning +9% darkness Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +6% lightning Mind.save +6 (+2 eff.) Max.HP +55.00 Curse of Nightmares A belt that goes around your waist. |
| In off hand | voratun shield 'Veledheta' (Nightmares) (0 def, 10 armour, 68-81 power, 185.5 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 67.5 - 81.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +186 Melee+ +8 arcane +15 fire While equipped: Stats +3 Str dps ---------- Res.pen +10% temporal Melee Ret 11 fire ----- def ----- Armour +10 Fatigue +8% Resists +12% temporal +5% arcane +43% fire Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Block Curse of Nightmares Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (146) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
| Cloak | Glenor the linen cloak (Madness) (21 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Res.pen +25% physical Acc +10 (+3 eff.) ----- def ----- Defense +21 (+8 eff.) Resists +3% physical Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable stralite mail armour of implacability (Shrouds) (4 def, 23 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +23 Defense +4 (+2 eff.) Fatigue +6% Phys.save +7 (+3 eff.) Curse of Shrouds A suit of armour made of mail. |
Inventory
wild infusion of the psychic (res 38%; physical; dur 2; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 38% for 2 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 nature talent. |
wild infusion of the warrior (res 51%; physical; dur 4; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 51% 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 nature talent. |
wild infusion of the warrior (res 52%; mental; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 52% for 2 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 nature talent. |
blink rune (range 5; phase 15; cd 15)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, cold, mind, nature)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: 5 acid, 2 physical, 3 cold, 5 mind, 3 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 96; dur 4; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 96.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 122; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 122 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the warrior (absorb 199; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 199 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... |
clarifying copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +11% mind Confus- +20% Amulets make your neck look great! |
Lelerak0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Lck +3 Con dps ---------- Dmg.mod +6% mind Acc +7 (+2 eff.) Melee Ret 4 arcane On Hit (Melee): * 10% chance to reduce all saves and defense by 27 ----- def ----- Defense +5 (+3 eff.) Fatigue -5% Resists +5% arcane Unseen.red 14% HP.reg +2.00 Amulets make your neck look great! |
Lelobar0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str +2 Mag +3 Wil ----- def ----- Armour +4 Defense +5 (+3 eff.) Resists +15% lightning Res.Cap +3% all Phys.save +9 (+3 eff.) Stun/Frz- +24% ---------- misc Infravis +3 Amulets make your neck look great! |
grounding steel amulet of mastery (0.13 Cursed / Cursed aura)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +25% ---------- misc Masteries +0.13 Cursed/Cursed aura Amulets make your neck look great! |
Alitodas the Shockumbra0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +21% fire Res.pen +20% lightning ----- def ----- Resists +24% lightning +18% mind +5% arcane Confus- +38% Amulets make your neck look great! |
archmage's gold amulet of perfection (0.28 Cursed / Slaughter,0.28 Technique / Combat training)0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+3 eff.) Dmg.mod +6% acid +5% fire +6% cold +6% lightning ---------- misc Masteries +0.28 Cursed/Slaughter +0.28 Technique/Combat training Amulets make your neck look great! |
starlit gold amulet0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +18% light +16% darkness Blind- +20% Amulets make your neck look great! |
Polurianne0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +5 Cun +6 Con dps ---------- Mov.spd +10% Dmg.mod +9% mind ----- def ----- Fatigue -7% Resists +12% lightning +9% light +5% arcane HP.reg +2.00 Blind- +26% ---------- misc Stam/turn +0.60 Infravis +4 Sight +2 See.Invis +8 Masteries +0.32 Cursed/Gloom Amulets make your neck look great! |
serendipitous stralite amulet of willpower (+8)0.1 T4 amulet jewelry [Ego+] Nature While equipped: Stats +8 Lck +6 Wil dps ---------- Acc +12 (+4 eff.) ----- def ----- Defense +13 (+5 eff.) Unseen.red 10% Amulets make your neck look great! |
starlit stralite amulet of dexterity (+5)0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +5 Dex ----- def ----- Resists +13% light +15% darkness Blind- +20% Amulets make your neck look great! |
Burnbloom0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.crit +3.0% ----- def ----- Armour +4 Defense +15 (+6 eff.) Resists +15% fire Phys.save +6 (+2 eff.) HP.reg +3.00 Stun/Frz- +24% Rings make your fingers look great! |
psionicist's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Blind- +21% ---------- misc Infravis +4 See.Stealth +6 See.Invis +6 Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Duathelworm0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +10 Con dps ---------- Dmg.mod +15% darkness ----- def ----- Resists +6% nature Phys.save +10 (+4 eff.) ---------- misc Infravis +1 Rings make your fingers look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Voryldawe the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +4 Str +3 Con dps ---------- Acc +10 (+3 eff.) ----- def ----- Die.at -40.00 life Max.HP +61.00 HP.reg +10.00 Heal.mod +13% ---------- misc Psi/ret +0.12 Max.stam +30.00 Rings make your fingers look great! |
mule's gold ring of misery0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Cun dps ---------- Melee+ 11 physical Ranged+ 12 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 27 On Hit (Ranged): * 15% chance to reduce all saves and defense by 27 ----- def ----- Fatigue -4% ---------- misc Max.enc +24 Hate/m.crit +1.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Moldpower0.1 T4 ring jewelry [Random Unique] Arcane While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +14% darkness ----- def ----- Resists +22% acid +28% darkness +14% fire +13% cold +9% nature +18% lightning Silence- +28% ---------- misc Mana/turn +0.16 Rings make your fingers look great! |
Staff of Destruction (Shrouds) (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 20.0 - 24.0 Fire Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+8 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 Curse of Shrouds This unique-looking staff is carved with runes of destruction. |
potent yew starstaff of greater warding (Madness) (23-28 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 23.0 - 27.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+10 eff.) Dmg.mod +23% darkness ----- def ----- Armour +7 Defense +8 (+4 eff.) ---------- misc Wards +3 darkness Talents +3 Ward +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
plaguebringer's dwarven-steel greatmaul (Shrouds) (42-62 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Arcane Power 41.5 - 62.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 6 While equipped: ----- def ----- Disease- +14% Curse of Shrouds Massive two-handed mauls. |
chilling stralite greatmaul of massacre (Nightmares) (68-102 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego] Arcane/Master Power 68.0 - 102.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +19 cold Curse of Nightmares Massive two-handed mauls. |
hateful dwarven-steel greatsword of massacre (Shrouds) (42-68 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master/Psionic Power 42.5 - 68.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 darkness Against +7% Living Curse of Shrouds Massive two-handed swords. |
elemental stralite greatsword of corruption (Madness) (48-78 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Arcane Power 48.5 - 77.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: 20% Curse of Vulnerability 4 On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +24% acid Res.pen +23% acid Curse of Madness Massive two-handed swords. |
enhanced stralite longsword of massacre (Shrouds) (41-57 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Nature/Master Power 41.0 - 57.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Str +3 Dex +7 Mag +7 Wil +6 Cun +8 Con Curse of Shrouds Sharp, long, and deadly. |
plaguebringer's stralite longsword (Misfortune) (34-47 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Arcane Power 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +5 blight On Hit: 20% Epidemic 4 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 6 While equipped: ----- def ----- Disease- +11% Curse of Misfortune Sharp, long, and deadly. |
chilling dwarven-steel mace of crippling (Corpses) (28-40 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Arcane/Master Power 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +13 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Curse of Corpses Blunt and deadly. |
truestriking dwarven-steel mace of massacre (Madness) (35-49 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master Power 35.0 - 49.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +15 (+5 eff.) Apr +8 Curse of Madness Blunt and deadly. |
stralite mace 'Alahek' (Misfortune) (36-51 power, 5 apr)3.0 T4 mace 1H weapon [Rare] Master Power 36.5 - 51.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Str +6 Dex dps ---------- Phys.crit +2.0% Phys.pwr +10 (+2 eff.) Acc +13 (+4 eff.) Apr +2 ----- def ----- Defense +11 (+5 eff.) Resists +6% cold Mind.save +12 (+4 eff.) Disease- +20% Disarm- +37% Curse of Misfortune Blunt and deadly. |
inquisitor's stralite waraxe (Misfortune) (28-40 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Disrupt Power 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Deals 73 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Curse of Misfortune One-handed war axes. |
Shantiz the Stormblade (Madness) (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap Curse of Madness This surreal dagger crackles with the intensity of a vicious storm. |
Deepswrither (Shrouds) (7-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 7.0 - 7.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 7 acid Dmg.mod +11% acid Res.pen +10% acid ----- def ----- Resists +10% acid +5% arcane +20% darkness Crit.chn- 10.00% HP.reg +3.00 Heal.mod +10% Silence- +10% Stun/Frz- +20% ---------- misc Talents +1 Attune Mindstar Curse of Shrouds 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. |
Oozing Heart (Misfortune) (17-19 power, 25 apr, nature slow damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+4 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Curse of Misfortune Ooze Spit: Level 2.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 74.40 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
mighty hardened leather sling of recursion (Corpses)4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Hit: 10% Shoot 1 While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+2 eff.) Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
self-loading quiver of elven-wood arrows of accuracy (20/20, 44-62 power, 14 apr)3.0 T4 arrow ammo [Ego] Arcane/Master Power 44.5 - 62.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +21 Apr +14 Crit +2.5% Capacity 20 Rld cld 3 Arrows are used with bows to pierce your foes to death. |
Titanic (Nightmares) (20 def, 18 armour, 48-58 power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+8 eff.) Rng.Def +10 (+4 eff.) Fatigue +30% ---------- misc Talents +1 Block Curse of Nightmares This shield made of the darkest stralite is huge, heavy and very solid. |
crackling dwarven-steel shield of purity (Misfortune) (0 def, 6 armour, 30-36 power, 85.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Nature When used to Attack: Power 30.0 - 36.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +86 Melee+ +12 lightning While equipped: Stats +2 Dex dps ---------- Melee Ret 9 lightning ----- def ----- Armour +6 Fatigue +8% Resists +13% lightning +13% nature +13% blight ---------- misc Talents +1 Block Curse of Misfortune Handheld deflection devices. |
ancient silk robe of power (Misfortune) (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +14 (+11 eff.) Dmg.mod +13% temporal +15% physical +11% all Res.pen +8% temporal +12% physical ----- def ----- Resists +13% all Anom.red +13 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing hardened leather armour of acid resistance (Nightmares) (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +13% blight +13% nature +23% acid Curse of Nightmares A suit of armour made of leather. |
searing dwarven-steel mail armour of implacability (Nightmares) (3 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 12 acid 11 fire Melee Ret 10 acid 8 fire ----- def ----- Armour +13 Defense +3 (+2 eff.) Fatigue +7% Resists +20% acid +16% fire Phys.save +8 (+3 eff.) Curse of Nightmares A suit of armour made of mail. |
Revenant (Madness) (8 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+4 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) Silence- +20% Confus- +20% Pinning- +20% Stun/Frz- +20% Status resistances shift over time to match the statuses you are being hit by. Curse of Madness The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
dwarven-steel plate armour 'Boltripper' (Shrouds) (10 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Melee Ret 8 lightning ----- def ----- Armour +11 Defense +10 (+4 eff.) Fatigue +22% Resists +16% blight +3% temporal +15% darkness +6% light Confus- +10% ---------- misc Light +2 Curse of Shrouds A suit of armour made of metal plates. |
dwarven-steel plate armour of the deep (Corpses) (0 def, 12 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +12 Fatigue +22% Resists +8% acid +7% cold ---------- misc Breathe water Curse of Corpses A suit of armour made of metal plates. |
fortifying dwarven-steel plate armour of fire resistance (Misfortune) (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +11 Fatigue +22% Resists +23% fire Max.HP +50.00 Curse of Misfortune A suit of armour made of metal plates. |
prismatic dwarven-steel plate armour of delving (Nightmares) (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Arcane/Master While equipped: Stats +6 Str ----- def ----- Armour +11 Fatigue +22% Resists +5% physical +25% darkness +13% light ---------- misc Light +1 Curse of Nightmares Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
prismatic dwarven-steel plate armour of lightning resistance (Misfortune) (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +16% lightning +13% light +12% darkness Curse of Misfortune A suit of armour made of metal plates. |
Mighty Girdle (Shrouds)1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 Curse of Shrouds 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. |
blurring hardened leather belt of the mystic (Nightmares)1.0 T3 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+2 eff.) ----- def ----- Defense +11 (+5 eff.) Mind.save +7 (+3 eff.) Stealth +5 Curse of Nightmares A belt that goes around your waist. |
hardened leather belt 'Swampqueen' (Misfortune)1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Res.pen +15% nature ----- def ----- Resists +8% light +6% blight +15% cold +12% mind +11% darkness Mind.save +6 (+2 eff.) Heal.mod +15% Curse of Misfortune A belt that goes around your waist. |
insulating hardened leather belt of carrying (Misfortune)1.0 T3 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Resists +9% fire +10% cold ---------- misc Max.enc +28 Curse of Misfortune A belt that goes around your waist. |
insulating hardened leather belt of transcendence (Corpses)1.0 T3 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Resists +8% fire +7% cold Phys.save +8 (+3 eff.) Curse of Corpses A belt that goes around your waist. |
monstrous hardened leather belt of dampening (Misfortune)1.0 T3 belt armor [Ego++] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Resists +8% acid +7% fire +7% lightning +7% cold Phys.save +8 (+3 eff.) ---------- misc Size +1 Curse of Misfortune A belt that goes around your waist. |
spiritwalker's hardened leather belt (Corpses)1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +3 Mag ---------- misc Mana/turn +0.21 Max.mana +30.00 Curse of Corpses A belt that goes around your waist. |
Treespire the linen cloak (Shrouds) (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +20% physical ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +6% mind +11% cold Phys.save +3 (+1 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of Eldoral (Nightmares) (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +2 (+1 eff.) Max.HP +37.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of Eldoral (Nightmares) (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Dex +3 Mag +2 Wil +1 Cun ----- def ----- Defense +2 (+1 eff.) Spell.save +10 (+4 eff.) ---------- misc Max.mana +46.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
grounding pair of hardened leather boots of massiveness (Corpses) (0 def, 3 armour)2.0 T3 feet armor [Ego+] Nature/Master While equipped: Stats +6 Str +5 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +3 Resists +5% lightning +9% temporal ---------- misc Size +1 Curse of Corpses A pair of boots made of leather. |
scholar's pair of hardened leather boots of spellbinding (Shrouds) (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Spell.pwr +5 (+4 eff.) ----- def ----- Armour +3 ---------- misc Spell.cld 10% Curse of Shrouds A pair of boots made of leather. |
pair of drakeskin leather boots 'Quenchschism' (Madness) (0 def, 5 armour)2.0 T5 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +12 (+10 eff.) Dmg.mod +21% acid +21% cold Res.pen +15% light On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Armour +5 Resists +12% cold Curse of Madness A pair of boots made of leather. |
dreamer's pair of iron boots of rushing (Nightmares) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +2 Str +3 Wil +3 Cun +3 Con ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Curse of Nightmares Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 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. |
pair of iron boots 'Glymira' (Misfortune) (15 def, 7 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid Acc +15 (+5 eff.) ----- def ----- Armour +7 Defense +15 (+6 eff.) Fatigue +2% Resists +5% fire +6% cold Phys.save +12 (+4 eff.) ---------- misc Max.stam +10.00 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Pyremortal' (Misfortune) (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% blight +9% fire +9% arcane Melee Ret 10 fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Armour +4 Fatigue +3% Resists +38% fire +5% arcane +8% cold Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of dwarven-steel boots of tirelessness (Madness) (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+3 eff.) ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +19.00 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
eldritch cashmere wizard hat (Misfortune) (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +6 (+5 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +1.50 Mana/ret +1.40 Max.mana +56.00 Curse of Misfortune Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 8 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Cloud Caller (Nightmares) (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. Curse of Nightmares 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 42.83 to 128.50 lightning damage (85.67 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Ivamira the Vilewild (Misfortune) (2 def, 6 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +3% acid +2% physical +3% nature Phys.save +7 (+3 eff.) Heal.mod +5% Stun/Frz- +20% Curse of Misfortune A pointy cloth hat, very wizardly... |
hardened leather cap 'Mirerazor' (Misfortune) (6 def, 10 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% cold +18% nature +12% fire Res.pen +20% cold Melee Ret 6 cold On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Armour +10 Defense +6 (+3 eff.) Fatigue +3% Resists +12% fire +4% all Phys.save +11 (+4 eff.) Curse of Misfortune A cap made of leather. |
stabilizing hardened leather cap of the depths (Nightmares) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +8% cold Phys.save +15 (+5 eff.) ---------- misc Breathe water Curse of Nightmares A cap made of leather. |
Helm of the Dwarven Emperors (Nightmares) (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 Curse of Nightmares A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
miner's dwarven-steel helm of the depths (Shrouds) (0 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Fatigue +4% Resists +7% cold ---------- misc Infravis +2 Breathe water Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
8 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. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 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. |
9 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. |
6 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. |
9 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. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
4 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +40.00 Heal.mod +12% ---------- 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. |
ethereal alchemist's lamp0.0 T3 lite [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +10 (+8 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal alchemist's lamp of clarity0.0 T3 lite [Ego+] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Spell.pwr +10 (+8 eff.) ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Light +6 See.Stealth +11 See.Invis +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving alchemist's lamp of clarity1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Resists +8% blight Mind.save +7 (+3 eff.) HP.reg +3.00 ---------- misc Light +4 See.Stealth +8 See.Invis +15 A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's alchemist's lamp of the zealot1.0 T3 lite [Ego+] Nature/Disrupt While equipped: ----- def ----- Resists +3% all Phys.save +6 (+2 eff.) Spell.save +5 (+2 eff.) Heal.mod +16% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cold Iron Acorn0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mov.spd +20% Dmg.mod +12% physical ----- def ----- Resists +30% mind A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book5.0 T1 trinket misc [Plot Item] Psionic This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
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 endurance (dig speed 40 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
extending elm wand of lightning storm [power 110] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (129 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Blizzardwrest [power 302] (20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Mind.crit +4% Crit.mult +15.00% Dmg.mod +6% cold ----- def ----- Crit.chn- 5.00% ---------- misc Infravis +3 Wards +3 blight +2 cold +3 mind +4 lightning Talents +1 Ward Create a shield absorbing up to 302 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Ruldisiel the Ogre Cursed level 30
19th Pyre 124th year of Ascendancy at 17:09 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ruldisiel the Ogre Cursed level 29
22nd Regrowth 124th year of Ascendancy at 01:22 see stats
Against all odds
Killed Ukruk in the ambush.By Ruldisiel the Ogre Cursed level 29
3rd Regrowth 124th year of Ascendancy at 02:09 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Ruldisiel the Ogre Cursed level 13
45th Haze 122nd year of Ascendancy at 16:48 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Ruldisiel the Ogre Cursed level 32
24th Pyre 124th year of Ascendancy at 11:13 see stats
Earth Master
Killed Harkor'Zun.By Ruldisiel the Ogre Cursed level 22
38th Haze 123rd year of Ascendancy at 07:33 see stats
Exterminator
Killed 1000 creatures.By Ruldisiel the Ogre Cursed level 18
80th Haze 122nd year of Ascendancy at 08:50 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ruldisiel the Ogre Cursed level 23
40th Haze 123rd year of Ascendancy at 02:07 see stats
Fear me not!
Survived the Fearscape!By Ruldisiel the Ogre Cursed level 29
71st Regrowth 124th year of Ascendancy at 16:23 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ruldisiel the Ogre Cursed level 29
21st Regrowth 124th year of Ascendancy at 23:59 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Ruldisiel the Ogre Cursed level 30
9th Pyre 124th year of Ascendancy at 08:51 see stats
Level 10
Got a character to level 10.By Ruldisiel the Ogre Cursed level 10
4th Dusk 122nd year of Ascendancy at 08:12 see stats
Level 20
Got a character to level 20.By Ruldisiel the Ogre Cursed level 20
6th Mirth 123rd year of Ascendancy at 12:03 see stats
Level 30
Got a character to level 30.By Ruldisiel the Ogre Cursed level 30
75th Regrowth 124th year of Ascendancy at 10:17 see stats
Size matters
Did over 600 damage in one attack.By Ruldisiel the Ogre Cursed level 23
42nd Haze 123rd year of Ascendancy at 22:05 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Ruldisiel the Ogre Cursed level 32
24th Pyre 124th year of Ascendancy at 13:33 see stats
The Arena
Unlocked Arena mode.By Ruldisiel the Ogre Cursed level 10
7th Dusk 122nd year of Ascendancy at 17:55 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Ruldisiel the Ogre Cursed level 29
22nd Regrowth 124th year of Ascendancy at 01:22 see stats
The secret city
Discovered the truth about mages.By Ruldisiel the Ogre Cursed level 22
37th Haze 123rd year of Ascendancy at 07:38 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Ruldisiel the Ogre Cursed level 19
3rd Allure 123rd year of Ascendancy at 11:21 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Ruldisiel the Ogre Cursed level 26
7th Allure 124th year of Ascendancy at 14:02 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Ruldisiel the Ogre Cursed level 17
75th Haze 122nd year of Ascendancy at 23:05 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Ruldisiel the Ogre Cursed level 27
2nd Regrowth 124th year of Ascendancy at 09:38 see stats
Log
Ruldisiel killed Skeleton magus!
Ruldisiel receives 28 healing from Unnatural Body.
Burning from Skeleton magus hits Ruldisiel for 22 fire damage.
You pickup 0.69 gold pieces.
Ruldisiel receives 23 healing from Unnatural Body.
Burning from Skeleton magus hits Ruldisiel for 17 fire damage.
Resting starts...
Burning from Skeleton magus hits Ruldisiel for 26 fire damage.
Infusion: Healing is still on cooldown for 12 turns.
Ruldisiel stops burning.
Infusion: Healing is still on cooldown for 11 turns.
Infusion: Healing is still on cooldown for 10 turns.
Infusion: Healing is still on cooldown for 9 turns.
Infusion: Healing is still on cooldown for 8 turns.
Talent Infusion: Healing is ready to use.
Rested for 13 turns (stop reason: all resources and life at maximum).
There is a ladder to worldmap here (press '' or right click to use).
Ran for 27 turns (stop reason: at exit).
Ruldisiel deactivates Repel.
Ruldisiel activates Repel.
Ruldisiel deactivates Gloom.
Ruldisiel activates Gloom.
Ruldisiel deactivates Savage Hunter.
Ruldisiel activates Savage Hunter.
Ruldisiel deactivates Stalk.
Ruldisiel activates Stalk.






































































































































