









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- 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:
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:
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.] Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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: 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 Roguelike |
| Sex | Female |
| Race | Ghoul |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 29 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by Layuwe the ghoul at level 29 on the 71st Dusk 123rd year of Ascendancy at 15:29 / 1 |
Primary Stats
| Strength | 104 (base 59) |
| Dexterity | 18 (base 10) |
| Constitution | 41 (base 10) |
| Magic | 74 (base 60) |
| Willpower | 19 (base 10) |
| Cunning | 8 (base 10) |
Resources
| Life | -152/1114 |
| Positive | 74/134 |
| Stamina | 206/206 |
| Healing Factor | 1.5281403954778 |
| Regeneration | 4.9664562853028 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 159 |
| Accuracy | 39 |
| Crit Chance | 16% |
| APR | 39 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +46% |
| Nature | +8% |
| Blight | +5% |
| Physical | +18% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Light | +42% |
| Acid | +16% |
| Fire | +5% |
| Nature | +12% |
Defense: Base
| Armour (hardiness) | 59.5 (80%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 28 |
| Physical Save | 45 |
| Spell Save | 32 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 13%( 70%) |
| Cold | + 17%( 70%) |
| All | + 8%( 70%) |
| Lightning | + 43%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 26%( 70%) |
| Mind | + 16%( 70%) |
| Fire | + 43%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Knockback Resistance | 50% |
| Poison Resistance | 80% |
| Blind Resistance | 61% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 128 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. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 227.80 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. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 3/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Celestial / Light | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 abandoned injured seer, to death. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength 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 Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Magic by +5. | 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 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 23. | 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. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed vial of greater demon bile. * You've found the needed snow giant kidney. 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 ice ant stinger. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed storm wyrm claw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Magmaquencher the pair of dwarven-steel boots (0 def, 7 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Mov.spd +10% Dmg.mod +6% fire Res.pen +5% fire Melee Ret 2 light ----- def ----- Armour +7 Fatigue -4% Resists +15% light +6% fire Max.HP +35.00 ---------- misc Stam/turn +0.50 Mana/turn +0.30 Max.mana +22.00 Infravis +2 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.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 204.43 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Tool | 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. |
| On fingers | 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. |
| On fingers | marksman's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Dex +1 Mag dps ---------- Melee+ 14 light Ranged+ 14 light Dmg.mod +13% light Acc +8 (+3 eff.) Rings make your fingers look great! |
| Around neck | copper amulet 'Radianceenvy'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +9% light Melee Ret 4 nature ----- def ----- Resists +9% acid Amulets make your neck look great! |
| In main hand | caustic stralite greatsword of massacre (62-100 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Nature/Master Power 62.5 - 100.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +7 acid +37 nature While equipped: dps ---------- Res.pen +16% acid +12% nature Apr +13 Massive two-handed swords. |
| Around waist | Bearzerker Girdle Bearzerker Girdle1.0 T2 belt armor [Unique] Nature While equipped: dps ---------- Apr +8 ----- def ----- Armour +4 Resists +8% lightning +6% temporal Max.HP +71.00 ---------- misc Stam/turn +1.00 Equi/turn -1.00 20% chance when taking damage to for Bearzerker to activate on its own. 30 Turn Cooldown, shared with manual activation of this talent. Bearzerker: (Instant) Level 1.1 Pwr.cost 30 out of 12/30. Range 10 Travel.spd instantaneous Description: Transform into a giant angry bear for 5 turns. The duration of this effect is extended by 1 every time you make a kill and has a 50% chance to be extended by 1 when taking damage. For the duration, increases Strength and Constitution by 8, Physical Resistance by 25.5%, Physical Save by 17.00, and you deal an additional 17.00 Physical and Bleed damage with melee attacks. These bonuses scale with your physical power. This old leather belt seems to be covered in a thin layer of fur. Small bears are etched along its length and a crude paw has been painted on the buckle. |
| In off hand | Erurach the dwarven-steel shield (0 def, 10 armour, 28-34 power, 156.5 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 28.5 - 34.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +156 While equipped: dps ---------- On shield block: * 20% chance to use Physical Resurgence and lower the cooldown of up to 2 technique, cunning, or steamtech talent(s). This effect has a 20 turn cooldown. On Hit (Melee): * 10 arcane resource burn On Melee Ret: * 24% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Fatigue +8% Resists +5% arcane +12% fire +9% mind +13% temporal ---------- misc Talents +1 Block Cooldown Block -1 Handheld deflection devices. |
| Cloak | Eilinagarin the Flashspiker (22 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Armour +2 Defense +22 (+11 eff.) Resists +3% nature Phys.save +6 (+2 eff.) Confus- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+5 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 15.14 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
blink rune (range 4; phase 18; cd 20)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets make your neck look great! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+4 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 141 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
copper ring of opulence0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +4 Lck +4 Cun Golden Rule: (Instant) Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Call upon the power of your wealth to do unto others before they do unto you, gaining 80.80 physical power for 10 turns. You gain 1 physical power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
obscure copper ring of luminosity0.1 T1 ring jewelry [Ego++] Arcane While equipped: Stats +1 Mag dps ---------- Dmg.mod +11% light On Hit (Melee): * 5% chance to gain 10% of a turn (3/turn limit) On Hit (Ranged): * 6% chance to slow global speed by 36% ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
yew magestaff 'Gleamslicer' (26-31 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Rare] Arcane Power 26.0 - 31.2 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 +13 (+5 eff.) Dmg.mod +26% lightning +18% light Res.pen +15% light Melee Ret 4 light ----- def ----- Resists +15% light ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff (20-24 power, 4 apr, acid element)5.0 T3 staff 2H weapon [Normal] Power 20.0 - 24.0 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 +9 (+3 eff.) Dmg.mod +20% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Drake's Bane (45-68 power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
hateful stralite battleaxe of massacre (56-85 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Master/Psionic Power 56.5 - 84.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +13 darkness Against +14% Living Massive two-handed battleaxes. |
steel greatmaul of vileness (28-41 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 27.5 - 41.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +14 blight On Hit: * 17% chance to reduce strength, dexterity, and constitution by 23 Massive two-handed mauls. |
dwarven-steel greatmaul 'Bleakusher' (40-59 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Psionic Power 39.5 - 59.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +20 darkness On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) While equipped: ----- def ----- Resists +6% lightning +5% arcane +12% mind +6% nature Crit.chn- 15.00% Massive two-handed mauls. |
dwarven-steel greatmaul 'Duatheldream' (38-57 power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Master Power 38.0 - 57.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +9 physical On Hit.r1 +9 arcane On Crit.r2 +4 darkness On Crit: * The target is poisoned and sick, doing nature damage per turn. All damage it does is reduced by 20%. Damage is based on Cunning. While equipped: dps ---------- Res.pen +9% arcane Acc +7 (+3 eff.) Apr +12 ----- def ----- Resists +6% darkness ---------- misc Light +2 Massive two-handed mauls. |
iron greatsword (18-29 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 18.0 - 28.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Runoneg the Kilnwild (36-57 power, 12 apr)3.0 T3 greatsword 2H weapon [Random Unique] Disrupt/Master Power 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +3.5% Atk.spd 100% Melee+ +8 acid +16 fire On Hit: * 10% chance to reduce armor by 33% On Crit: * Sunders the enemy's armor for 5 turns. While equipped: dps ---------- Dmg.mod +6% acid +3% fire ----- def ----- Resists +14% acid +14% lightning +10% fire +14% cold +6% all Spell.save +10 (+5 eff.) Massive two-handed swords. |
inquisitor's dwarven-steel greatsword of shearing (34-54 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Disrupt/Master Power 33.5 - 53.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Deals 19 Manaburn damage and puts 1 random spell talent on cooldown for 2 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +12% all Acc +12 (+4 eff.) Apr +10 Massive two-handed swords. |
enhanced iron longsword of massacre (18-24 power, 2 apr)3.0 T1 longsword 1H weapon [Ego+] Nature/Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Str +4 Dex +3 Mag +4 Wil +3 Cun +4 Con Sharp, long, and deadly. |
iron longsword of erosion (12-17 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Nature Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 nature Sharp, long, and deadly. |
dwarven-steel longsword 'Ce'Ninn' (23-32 power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Nature/Psionic Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +9 mind On Crit.r2 +13 acid +14 nature On Hit: * 20 arcane resource burn * 15% chance to reduce all saves and defense by 11 While equipped: Stats +14 Wil +4 Cun +9 Con dps ---------- Res.pen +7% acid +13% nature Apr +8 ----- def ----- Resists +12% cold Die.at -20.00 life Max.HP +25.00 Heal.mod +5% Sharp, long, and deadly. |
blazebringer's stralite longsword of massacre (44-62 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Nature/Master Power 44.0 - 61.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +5 fire While equipped: dps ---------- All.spd +8% Res.pen +11% fire Sharp, long, and deadly. |
iron mace (12-17 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
slime-covered iron waraxe (12-17 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Disrupt Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 6% chance to slow global speed by 36% One-handed war axes. |
steel waraxe 'Moyon' (18-25 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 light Against +10% Undead On Hit: * 25% chance to afflict the target with Bleed, causing 218 Physical damage over 5 turns. While equipped: Stats +3 Mag dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +9% blight +6% physical Res.pen +10% blight One-handed war axes. |
dwarven-steel waraxe of rage (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Str dps ---------- Dmg.mod +6% physical Acc +9 (+3 eff.) One-handed war axes. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+4 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 277.99 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
absorbing thorny mindstar of clarity (10-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Power 9.5 - 10.5 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 (+5 eff.) ----- def ----- Resists +10% lightning +10% fire +10% cold Mind.save +4 (+2 eff.) ---------- misc Max.psi +32.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption 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. |
blooming thorny mindstar of balance (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 9.0 - 9.9 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 (+5 eff.) ----- def ----- Phys.save +2 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Heal.mod +13% Heal/summ +26 ---------- misc Equi/ret +1.40 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. |
resonating thorny mindstar (10-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Power 9.5 - 10.5 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 (+5 eff.) Dmg.mod +2% mind Res.pen +4% mind ----- def ----- Resists +3% mind Dmg.Resnn +11% ---------- misc Psi/ret +0.60 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. |
yew longbow4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Longbows are used to shoot arrows at your foes. |
quiver of yew arrows of vileness (18/18, 32-44 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Arcane Power 31.5 - 44.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Ranged+ +11 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 23 Arrows are used with bows to pierce your foes to death. |
Branuhek (21/21, 32-38 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Random Unique] Nature/Psionic Power 32.0 - 38.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 Ranged+ +22 physical +14 nature +20 arcane On Hit.r1 +20 arcane On Hit: * 20% chance to knock the target back 3 spaces and deal 43 physical damage * 20% chance to create vines that bind the target to the ground dealing 43 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
iron shield (0 def, 2 armour, 10-11 power, 20 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced iron shield of lightning resistance (+16%) (0 def, 3 armour, 10-13 power, 44.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 10.5 - 12.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +44 While equipped: ----- def ----- Armour +3 Fatigue +8% Resists +16% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Amirand (0 def, 4 armour, 12-15 power, 44 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Nature/Master When used to Attack: Power 12.5 - 15.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +44 Melee+ +12 blight +11 light +13 darkness While equipped: Stats +1 Cun +3 Mag dps ---------- Spell.crit +1% Dmg.mod +12% light +12% darkness Res.pen +15% blight ----- def ----- Armour +4 Fatigue +8% Resists +17% lightning +12% light +12% darkness Max.HP +49.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Talents +1 Block Handheld deflection devices. |
crackling steel shield of reflection (0 def, 4 armour, 13-16 power, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 13.0 - 15.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +11 lightning While equipped: Stats +2 Dex dps ---------- Melee Ret 1 lightning ----- def ----- Armour +4 Fatigue +8% Resists +11% lightning +10% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced steel shield of cold resistance (+15%) (0 def, 7 armour, 16-19 power, 64 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 15.5 - 18.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +64 While equipped: ----- def ----- Armour +7 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+6 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 22.66 to 28.32 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+8 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +10% all ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of delving (3 def, 16 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +16 Defense +3 (+2 eff.) Fatigue +12% Resists +13% darkness +11% physical ---------- misc Light +1 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 10 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
prismatic stralite mail armour of lightning resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +15% lightning +14% light +11% darkness A suit of armour made of mail. |
Gilitobar the Jetream (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: Stats +1 Cun dps ---------- Melee Ret 6 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 10% ----- def ----- Armour +13 Fatigue +22% Resists +7% arcane +43% lightning Spell.save +15 (+7 eff.) ---------- misc Equi/ret +0.16 A suit of armour made of metal plates. |
Kindlebiter1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+2 eff.) Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce armor by 33% * 10% chance to reduce all saves and defense by 11 ----- def ----- Resists +3% acid Phys.save +5 (+2 eff.) ---------- misc Light +2 A belt that goes around your waist. |
Mighty Girdle1.0 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 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. |
nightruned rough leather belt of the cog1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Steampwr +3 (+3 eff.) ----- def ----- Resists +5% light +5% darkness Mind.save +6 (+3 eff.) A belt that goes around your waist. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+4 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Alylen the Jetwire (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +5% mind ----- def ----- Armour +1 Resists +7% lightning +6% temporal +6% darkness +3% mind A pair of boots made of leather. |
pair of iron boots of deftness (6 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: dps ---------- Mov.spd +11% ----- def ----- Armour +3 Defense +6 (+3 eff.) Fatigue +2% Disengage: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. 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 92% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Belyda the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +10 Str +2 Dex +5 Con dps ---------- Dmg.mod +8% physical Res.pen +25% arcane Phasing +30% ----- def ----- Armour +4 Fatigue +3% Resists +5% arcane +2% physical ---------- misc Stam/turn +2.00 Max.mana +60.00 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Turesavor the pair of dwarven-steel boots (0 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind +6% temporal Res.pen +15% temporal Melee Ret 4 temporal ----- def ----- Armour +8 Fatigue +3% Resists +15% temporal Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets 'Brandvein' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex +2 Con dps ---------- Crit.mult +10.00% Melee+ 6 lightning Dmg.mod +3% lightning Acc +5 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Voidbrace' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 5 nature Dmg.mod +4% nature Res.pen +5% light On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +9% darkness +12% blight +3% fire +6% nature +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
umbral iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Melee+ 6 darkness Dmg.mod +4% darkness ----- def ----- Armour +1 Fatigue +1% Resists +5% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Glimmerbile the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Mind.crit +3% Dmg.mod +3% light +3% mind Res.pen +5% mind Apr +5 ----- def ----- Armour +1 Fatigue +1% ---------- misc Equi/ret +0.04 Psi/ret +0.08 Hate/m.crit +2.00 A cap made of leather. |
insulating rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +5% cold A cap made of leather. |
grounding iron helm of constitution (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Arydugokan' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +2 Dex +5 Mag +2 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% ---------- misc Infravis +1 See.Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 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. |
13 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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. |
10 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. |
10 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. |
8 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. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
572 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. |
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. |
Nimbusknight1.0 T3 lite [Rare] Steamtech While equipped: dps ---------- Dmg.mod +15% mind Res.pen +25% lightning +25% mind Melee Ret 22 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 11 ----- def ----- Resists +13% lightning ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
iron pickaxe 'Forestvile' (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +9% nature Res.pen +5% fire Melee Ret 4 nature On Hit (Melee): * 10% chance to slow global speed by 36% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
supercharged yew totem of stinging [power 332] (19 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 359 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By NiceGhoulWoman the Ghoul Sun Paladin level 21
42nd Haze 122nd year of Ascendancy at 23:01 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By NiceGhoulWoman the Ghoul Sun Paladin level 26
77th Haze 122nd year of Ascendancy at 01:13 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By NiceGhoulWoman the Ghoul Sun Paladin level 29
61st Regrowth 123rd year of Ascendancy at 11:51 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By NiceGhoulWoman the Ghoul Sun Paladin level 10
24th Dusk 122nd year of Ascendancy at 04:00 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By NiceGhoulWoman the Ghoul Sun Paladin level 20
33rd Haze 122nd year of Ascendancy at 00:03 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By NiceGhoulWoman the Ghoul Sun Paladin level 28
45th Regrowth 123rd year of Ascendancy at 03:11 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By NiceGhoulWoman the Ghoul Sun Paladin level 22
47th Haze 122nd year of Ascendancy at 09:34 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By NiceGhoulWoman the Ghoul Sun Paladin level 9
23rd Dusk 122nd year of Ascendancy at 06:22 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By NiceGhoulWoman the Ghoul Sun Paladin level 16
60th Dusk 122nd year of Ascendancy at 07:39 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By NiceGhoulWoman the Ghoul Sun Paladin level 21
42nd Haze 122nd year of Ascendancy at 10:04 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By NiceGhoulWoman the Ghoul Sun Paladin level 15
47th Dusk 122nd year of Ascendancy at 09:36 see stats
Log
NiceGhoulWoman hits Layuwe the ghoul for (24 parried), 0 light, 4 light, 0 arcane, 7 light, 5 physical, 1 light, 0 physical, 0 light, 11 light, 12 light (41 total damage).
Melee retaliation hits NiceGhoulWoman for 5 temporal damage.
Layuwe the ghoul casts Invoke Darkness.
NiceGhoulWoman's bearzerker rage is extended after taking damage!
NiceGhoulWoman killed Armoured skeleton warrior!
NiceGhoulWoman killed Xerarille the forest wight!
Layuwe the ghoul hits NiceGhoulWoman for 150 darkness damage.
NiceGhoulWoman's bearzerker rage is extended after taking damage!
NiceGhoulWoman resists the effect 'Slow'!
Xerarille the forest wight's Grenade Launcher hits NiceGhoulWoman for 101 acid damage.
Xerarille the forest wight's Reactive Armor hits NiceGhoulWoman for 74 physical damage.
Bleeding from NiceGhoulWoman hits Layuwe the ghoul for 3 light, 2 physical (5 total damage).
NiceGhoulWoman's bearzerker rage is extended after taking damage!
NiceGhoulWoman resists Layuwe the ghoul's 'Bleeding'!
Armoured skeleton warrior shatters!
NiceGhoulWoman's bearzerker rage is extended after making a kill!
Melee retaliation hits Armoured skeleton warrior for 4 light, 3 blight, 13 light (20 total damage).
Armoured skeleton warrior hits NiceGhoulWoman for 61 physical, 3 fire, 4 healing (64 total damage) [4 healing].
Melee retaliation killed Armoured skeleton warrior!
Searing Sight hits Layuwe the ghoul for 0 light damage.
Layuwe the ghoul uses Dual Strike.
NiceGhoulWoman's bearzerker rage is extended after taking damage!
NiceGhoulWoman resists the stunning strike!
Layuwe the ghoul performs a melee critical strike against NiceGhoulWoman!
NiceGhoulWoman's bearzerker rage is extended after taking damage!
NiceGhoulWoman's bearzerker rage is extended after taking damage!
NiceGhoulWoman's bearzerker rage is extended after taking damage!
Melee retaliation hits Layuwe the ghoul for 4 light, 0 blight, 13 light, 2 light, 1 nature, 4 light, 2 blight, 0 light, 2 light, 1 nature (29 total damage).
Layuwe the ghoul hits NiceGhoulWoman for 53 physical, 4 fire, 5 acid, 3 healing, 127 physical, 13 arcane, 8 blight, 4 healing, 30 lightning, 34 light (273 total damage) [6 healing].
NiceGhoulWoman the level 29 ghoul sun paladin was purified to death by Layuwe the ghoul on level 2 of Dreadfell.


























































































































