













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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. White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. Dual-Classes Reworked by AscendingPhoenix (Rae edit) 1.7.6 Small edit done by me that nerfs enemy talent level scaling across the board. I take no credit for this great rework of the original Multi-Class challenge, all credit goes
to AscendingPhoenix, find the orignal mod here: https://te4.org/games/addons/tome/dual-class-challengeAllows the player to pick two classes, but the difficulty scales upward. The mod dramatically ramps up the difficulty level to compensate. (Original by StarKeep, forked mod by Raenarill). You advance twice as fast, and gain six talent category points: at 10, 20, 30, 40, 50, and 60. You gain normal stat points until level 51. BLITZ MODE: You gain two thirds more talent points. After level 66, you gain one class talent point per level and one generic every two out of three levels. CLASSIC MODE: features base game talent points until level 100. CLASS EVOLUTIONS: You can swap your first and second classes in the Game Options tab for evolutionary purposes. TIP: Good equipment takes the usual time to show up, so you probably will see it at about lvl 50 with dual classing enabled. In order to activate this addon, look at your Game Options for a new tab. Enjoy. 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: True Respec 1.5.10Allow respec stats, categories and prodigies. Also remove location and last learnt restrictions. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Male |
| Race | Dwarf |
| Class | Bulwark (Juggernaut) |
| Level / Exp | 61 / 11% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 79 (base 61) |
| Dexterity | 66 (base 48) |
| Constitution | 40 (base 32) |
| Magic | 109 (base 71) |
| Willpower | 41 (base 31) |
| Cunning | 27 (base 8) |
Resources
| Life | 2954/2954 |
| Mana | 568/637 |
| Stamina | 328/328 |
| Equilibrium | 70 |
| Healing Factor | 1.3722297605397 |
| Regeneration | 0.34305744013496 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8.2310988842807 |
| Infravision | 7 |
| See Stealth | 25.082562303769 |
| See Invisible | 25.082562303769 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 167 |
| Accuracy | 61 |
| Crit Chance | 64% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 72 |
| Accuracy | 61 |
| Crit Chance | 64% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 94 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 67 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +40% |
| Blight | +22% |
| Arcane | +66% |
| Cold | +62% |
| All | +7% |
| Physical | +57% |
| Lightning | +23% |
| Light | +47% |
| Temporal | +49% |
| Mind | +22% |
| Darkness | +23% |
| Fire | +40% |
| Nature | +25% |
Offense: Damage Penetration
| Physical | +12% |
| Cold | +10% |
| Light | +10% |
| Temporal | +40% |
| Blight | +20% |
| Arcane | +47% |
| Mind | +10% |
| Fire | +10% |
Defense: Base
| Armour (hardiness) | 94.878989437734 (63.914983985962%) |
| Defense | 61 |
| Ranged Defense | 65 |
| Fatigue | 2.5825702270645 |
| Physical Save | 52 |
| Spell Save | 63 |
| Mental Save | 60 |
Defense: Resistances
| Acid | + 44%( 70%) |
| Blight | + 34%( 70%) |
| Physical | + 40%( 70%) |
| Cold | + 70%( 70%) |
| All | + 28%( 70%) |
| Lightning | + 34%( 70%) |
| Light | + 70%( 70%) |
| Mind | + 62%( 70%) |
| Darkness | + 52%( 70%) |
| Fire | + 68%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Silence Resistance | 50% |
| Bleed Resistance | 0% |
| Confusion Resistance | 100% |
| Stun Resistance | 100% |
| Knockback Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 665 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 26 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 401 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Superiority | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.40 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch shield | 1.30 |
| 6/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch stone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Deeprock | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Shards |
| talent | Stone Vines |
| talent | Shield Wall |
| talent | Eldritch Infusion |
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 grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Kevin Samuels. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by Eloma the black bear. Escort: lone alchemist (level 2 of Norgos Lair) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Gloretira the giant black ant. Escort: lost defiler (level 2 of Old Forest) | failed |
You failed to protect the lost defiler from death by Cyrelratta the vampire. Escort: lost defiler (level 4 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Rungof the Warg Titan. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You failed to protect the worried loremaster from death by Betyth the giant blue ant. Escort: worried loremaster (level 1 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1417. | 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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | 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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Bigrim the Frozenmoon (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: offense ------ Physical Crit +6.0% Physical Power +6 (+1 eff.) Spellpower +13 (+3 eff.) Damage +12% acid +27% arcane Ignore resists +5% arcane Ignore Armor +13 When Hit 4 blight 6 cold defense ------ Armor +5 Resistance +12% cold Silence Resist +50% Confus Resist +37% Stun Resist +40% other ------- Max mana +40.00 A pair of boots made of leather. |
| Quiver | Wind Worn Shot (25/25, 60 - 72 damage, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Nature Weapon Damage 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 Projectile Speed +100% On Hit: 10% Tornado level 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
| Light source | Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 24 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Stormlord (0 def, 5 armour)3.0 Encumbrance T5 head armor [Random Unique] Nature/Master/Psionic While equipped: offense ------ Damage +6% lightning +15% blight Ignore resists +20% blight +10% cold defense ------ Armor +5 Fatigue +5% Resistance +15% fire +14% cold +14% nature +23% mind Spell save +10 (+3 eff.) Mind save +30 (+7 eff.) Life +83.00 Healmod +15% Confus Resist +34% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Blazevengeance the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +11 Str +9 Dex offense ------ Physical Crit +17.0% Spell Crit +13% Mind Crit +14% Critical power +11.00% defense ------ Armor +2 Fatigue +3% Unlife -86.16 life other ------- Stamina/turn +3.23 Light +3 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. |
| Tool | Torodil [power 416] (12 cooldown)2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: offense ------ Physical Power +10 (+2 eff.) defense ------ Defense +10 (+3 eff.) Resistance +6% acid +2% physical Unlife -60.00 life other ------- Stamina/turn +3.00 Create a shield absorbing up to 416 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 turn cooldown 100% to reduce 3 talent cooldowns by 2. 100% to increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Gloommight0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Cun +8 Mag offense ------ Physical Power +17 (+4 eff.) Spellpower +33 (+7 eff.) Mindpower +18 (+5 eff.) Damage +7% all +20% cold On-Hit (Melee): * 22% chance to reduce damage dealt by 30% defense ------ Resistance +9% lightning +40% cold +6% light +3% darkness Spell save +6 (+2 eff.) Stun Resist +60% Rings make your fingers look great! |
| On fingers | stralite ring 'Naturebreacher'0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +3 Str offense ------ Damage +18% nature +32% arcane Ignore resists +27% arcane When Hit 10 arcane defense ------ Resistance +54% nature other ------- Light +2 Rings make your fingers look great! |
| Around neck | clarifying copper amulet of mastery (0.10 Wild-gift / Dwarven nature)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +12% mind Confus Resist +22% other ------- Masteries +0.10 Wild-gift/Dwarven nature Amulets make your neck look great! |
| In main hand | Isaldawen the voratun shield (0 def, 10 armour, 167 - 200 damage, 210 block)7.0 Encumbrance T5 shield armor [Random Unique] Arcane/Master Weapon Damage 77.0 - 92.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +210 On-hit +12 temporal On-crit, radius 2 +37 light +40 fire On Hit: * 20% chance to reduce strength, dexterity, and constitution by 38 On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% When used to Attack: Weapon Damage 77.0 - 92.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +210 On-hit +12 temporal On-crit, radius 2 +37 light +40 fire On Hit: * 20% chance to reduce strength, dexterity, and constitution by 38 On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +15.0% Physical Power +11 (+3 eff.) On shield block: * Deals 214 light and fire damage to each enemy blocked defense ------ Armor +10 Fatigue +8% Resistance +9% blight +13% fire +33% light +15% darkness Spell save +12 (+3 eff.) other ------- Max vim +20.00 Talents +1 Block Handheld deflection devices. |
| Around waist | Gluldarin the Pyreblur1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex +9 Mag +6 Cun offense ------ Physical Crit +16.0% Mind Crit +14% Damage +12% physical +6% fire +12% cold defense ------ Armor +10 other ------- Stamina/turn +2.00 Mana/turn +0.37 Max mana +32.00 Create a temporary shield that absorbs 368 damage Puts all charms on 18 turn cooldown A belt that goes around your waist. |
| In off hand | Summertide (17 def, 15 armour, 55 - 77 damage, 260 block)7.0 Encumbrance T5 shield armor [Unique] Nature When used to Attack: Weapon Damage 52.0 - 62.4 Light Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil offense ------ Mindpower +8 (+2 eff.) Damage +10% fire +15% mind +15% light Ignore resists +10% fire +10% light +10% mind defense ------ Armor +15 Defense +17 (+4 eff.) Ranged Defense +17 (+5 eff.) Fatigue +12% Resistance +15% darkness +10% fire +12% mind +20% light Mind save +18 (+4 eff.) Blind Resist +100% Confus Resist +25% other ------- Max psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 50.18 to 62.72 light damage (based on Willpower and Cunning). Uses 8 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
| Cloak | Kindlestake (2 def, 10 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Spellpower +20 (+4 eff.) Damage +21% temporal Ignore resists +15% arcane +27% temporal When Hit 11 blight 11 fire defense ------ Armor +10 Defense +2 (+1 eff.) Resistance +34% cold other ------- Max vim +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Ce'Notta the silk robe |
Inventory
manasurge rune of the warrior (regen 1244% over 10 turns; mana 62; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1244% for 10 turns (56 total) and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
stormshield rune (threshold 49; blocks 4; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 49 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 35; blocks 5; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 35 up to 5 times. 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. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Scroll of Summoning (Limmir the Jeweler)0.1 Encumbrance tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +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... |
starlit copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +11% light +12% darkness Blind Resist +21% Amulets make your neck look great! |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+4 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Hanachik0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce armor by 48% defense ------ Resistance +12% cold +14% temporal Crit Resistance 10.00% Physical save +15 (+5 eff.) Disease Resist +20% Silence Resist +20% Pinning Resist +29% Stun Resist +20% Knockbk Resist +28% Amulets make your neck look great! |
Korysasin the gold amulet0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Str +4 Dex +1 Wil defense ------ Armor +4 Defense +6 (+2 eff.) Max Resistance +3% all Crit Resistance 15.00% Physical save +15 (+5 eff.) Healmod +18% Cut Resist +40% other ------- Masteries +0.26 Technique/Warcries Heal: Puts all charms on 21 turn cooldown Effective talent level: 1.0 Power cost 21 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 265 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 22 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (194). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Koryrodan the stralite amulet0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: Stats +6 Cun +7 Wil offense ------ Spellpower +32 (+7 eff.) Ignore resists +27% arcane On-Hit (Melee): * 22% chance to reduce all saves and defense by 38 defense ------ Spell save +15 (+4 eff.) Out-of-Phase Defense +16 Out-of-Phase Resistance +16% Out-of-Phase Resilience +16% other ------- Mana-on-crit +2.15 Masteries +0.34 Cunning/Survival Amulets make your neck look great! |
Chamutomarab0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +6 Mag +2 Wil +4 Cun offense ------ Critical power +19.00% Spellpower/crit +4 Damage +3% arcane +12% blight Accuracy +10 (+3 eff.) Ignore Armor +16 defense ------ Resistance +5% arcane Blind Resist +40% other ------- Mana/turn +0.27 Max mana +60.00 Infravision +9 Sight +2 See Invisibility +20 Amulets make your neck look great! |
Frozengrit0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +3 Str +15 Dex +3 Wil +9 Cun +8 Con offense ------ Move Speed +10% Ignore resists +15% cold defense ------ Fatigue -8% Resistance +26% blight +9% cold +22% nature Life Regen +5.00 Poison Resist +44% Disease Resist +41% other ------- Stamina/turn +1.50 Light +3 Amulets make your neck look great! |
copper ring of fire (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% fire defense ------ Resistance +22% fire Rings make your fingers look great! |
rogue's copper ring of luminosity0.1 Encumbrance T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Cun +2 Mag offense ------ On-Hit 12 light On-Ranged-Hit 11 light Damage +11% light defense ------ Defense +6 (+2 eff.) Rings make your fingers look great! |
savage's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +1 Con defense ------ Spell save +11 (+3 eff.) other ------- Max stamina +13.00 Rings make your fingers look great! |
solipsist's copper ring of darkness (+22%)0.1 Encumbrance T1 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) Damage +11% darkness defense ------ Resistance +22% darkness Rings make your fingers look great! |
conjurer's steel ring of aether (+11%)0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +7 (+2 eff.) Damage +11% arcane defense ------ Resistance +11% arcane Rings make your fingers look great! |
wizard's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag defense ------ Spell save +4 (+1 eff.) Life +20.00 Disarm Resist +20% Pinning Resist +28% Knockbk Resist +30% Rings make your fingers look great! |
Eilinuma0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +9 Con offense ------ Physical Power +7 (+2 eff.) Damage +11% lightning defense ------ Resistance +22% lightning +3% fire +12% blight Physical save +10 (+4 eff.) Rings make your fingers look great! |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +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. |
The Black Ring0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +3% defense ------ Spell save +7 (+2 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Unlighthacker0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +3 Str +5 Dex +2 Wil +7 Con offense ------ Ignore resists +20% darkness +26% arcane When Hit 4 arcane On-Hit (Melee): * 20% chance to reduce damage dealt by 30% defense ------ Blind Resist +37% other ------- Infravision +5 See Stealth +16 See Invisibility +35 Rings make your fingers look great! |
voratun ring0.1 Encumbrance T5 ring jewelry [Normal] Rings make your fingers look great! |
voratun ring0.1 Encumbrance T5 ring jewelry [Normal] Rings make your fingers look great! |
voratun ring0.1 Encumbrance T5 ring jewelry [Normal] Rings make your fingers look great! |
voratun ring of warding0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: defense ------ Resistance +30% acid +19% fire +21% lightning +24% cold Rings make your fingers look great! |
magewarrior's short elven-wood magestaff of breaching (61 - 74 damage, 5 apr, arcane element)5.0 Encumbrance T4 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +6% Physical Power +5 (+1 eff.) Spellpower +19 (+4 eff.) Damage +25% arcane Ignore resists +12% arcane Accuracy +9 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Frostpassion the dragonbone magestaff (65 - 78 damage, 6 apr, blight element)5.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +9.0% Spell Crit +9% Critical power +25.00% Physical Power +11 (+3 eff.) Spellpower +30 (+6 eff.) On-Hit 33 fire Damage +30% blight +27% cold Ignore resists +10% cold Accuracy +15 (+4 eff.) defense ------ Defense +13 (+3 eff.) Resistance +15% cold other ------- Light +5 See Invisibility +15 Talents +1 Command Staff Illuminate: Puts all charms on 4 turn cooldown Effective talent level: 2.0 Power cost 4 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 239.59 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Spellblade (153 - 214 damage, 0 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 50.0 - 70.0 Physical Uses 20% Mag, 90% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Str +8 Mag offense ------ Spell Crit +9% Spellpower +25 (+5 eff.) Damage +30% lightning +30% fire +30% arcane other ------- Light +1 On Spell Hit: 12% Lightning level 5 On Spell Hit: 12% Flame level 5 On Spell Hit: 12% Manathrust level 5 Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
The Black Spike (140 - 196 damage, 20 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 48.0 - 67.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +20 Critical Rate +5.0% Attack Speed 100% Damage Conversion 50% darkness While equipped: Stats +10 Str +8 Mag offense ------ Damage +25% darkness Ignore resists +15% darkness defense ------ Resistance +18% darkness +12% blight other ------- Shadow Power +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
Blood-Letter (123 - 172 damage, 4.5 apr)3.0 Encumbrance T3 waraxe 1H weapon [Unique] Nature/Master Weapon Damage 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +7.0% Attack Speed 100% Damage Conversion 50% ice On Hit: 15% Ice Breath level 2 While equipped: offense ------ Ignore resists +20% cold defense ------ Armor +20 Pierce Iceblocks +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Shantiz the Stormblade (46 - 60 damage, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 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 defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
enhanced stralite dagger (59 - 77 damage, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Nature Weapon Damage 29.5 - 38.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +6 Str +5 Dex +5 Mag +7 Wil +6 Cun +7 Con Sharp, short and deadly. |
Maneran the dragonbone longbow4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +60 fire While equipped: Stats +11 Str offense ------ Physical Power +23 (+6 eff.) Damage +65% fire defense ------ Armor +6 Resistance +3% fire +3% mind +3% cold Life Regen +4.70 Knockbk Resist +23% other ------- Max psi +20.00 Longbows are used to shoot arrows at your foes. |
Frozen Shards (25/25, 56 - 68 damage, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 32.0 - 38.4 Ice Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Anomas the voratun shield (0 def, 25 armour, 55 - 77 damage, 234.5 block)7.0 Encumbrance T5 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 77.0 - 92.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +234 On-hit +19 cold On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Wil offense ------ Physical Crit +17.0% Physical Power +13 (+3 eff.) On shield block: * Deals 220 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +25 Fatigue +8% Resistance +3% lightning +18% cold +30% fire Pinning Resist +20% other ------- Talents +1 Block Handheld deflection devices. |
dreamer's silk robe of protection (3 def, 4 armour)2.0 Encumbrance T4 cloth armor [Ego+] Master/Psionic While equipped: defense ------ Armor +4 Defense +3 (+1 eff.) Resistance +13% darkness +12% mind +13% all Physical save +31 (+10 eff.) Spell save +14 (+4 eff.) Mind save +24 (+6 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ivirin the hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Psionic While equipped: Stats +2 Dex +4 Wil +12 Cun offense ------ Damage +9% arcane When Hit 10 arcane defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +8% mind +9% temporal Crit Resistance 15.00% Mind save +19 (+5 eff.) other ------- Infravision +3 A suit of armour made of leather. |
Gloryrena1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Mind Crit +3% Critical power +10.00% defense ------ Life Regen +0.70 Healmod +10% other ------- Psi when Hit +0.04 Max hate +6.00 A belt that goes around your waist. |
spiritwalker's rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag offense ------ Mindpower +3 (+1 eff.) defense ------ Physical save +6 (+2 eff.) other ------- Mana/turn +0.12 Max mana +22.00 A belt that goes around your waist. |
Blackmarrow the linen cloak (28 def, 8 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Con offense ------ Physical Crit +5.0% On-Hit (Melee): * 20% chance to reduce damage dealt by 30% defense ------ Armor +8 Defense +28 (+7 eff.) Physical save +6 (+2 eff.) other ------- Max stamina +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hailwish (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +9% physical +6% cold When Hit 2 cold defense ------ Defense +1 (+0 eff.) Resistance +21% blight +6% lightning +21% nature +9% acid Life Regen +3.00 Healmod +12% other ------- Stamina/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Treeraider the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +15% nature On-Hit (Melee): * 20% chance to slow global speed by 66% defense ------ Defense +1 (+0 eff.) Crit Resistance 5.00% Life +32.00 other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emyta (13 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +9 Str +9 Con offense ------ Spell Crit +1% Mindpower +20 (+5 eff.) Spellpower/crit +4 Damage +6% arcane Ignore resists +10% temporal +15% mind +15% arcane defense ------ Defense +13 (+3 eff.) Resistance +24% light +25% fire Physical save +15 (+5 eff.) Mind save +12 (+3 eff.) Stealth +14 Life +101.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Chargerock' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% lightning Ignore resists +20% lightning +5% acid defense ------ Armor +1 Resistance +6% lightning +6% fire +6% cold A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 12 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
restorative pair of iron boots of strife (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego++] Nature/Psionic While equipped: Stats +3 Con +3 Wil offense ------ Mindpower +4 (+1 eff.) Ignore resists +6% physical defense ------ Armor +3 Fatigue +2% Life Regen +3.00 Healmod +11% Blindside: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 21 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
storm rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 6 lightning Damage +3% lightning Accuracy +11 (+3 eff.) defense ------ Armor +1 Resistance +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Aduldawe' (30 def, 8 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Con defense ------ Armor +8 Defense +30 (+8 eff.) Resistance +21% acid +6% darkness Physical save +21 (+7 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Healmod +15% Disarm Resist +32% Confus Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 18 turn cooldown Effective talent level: 5.2 Power cost 18 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Dex offense ------ Accuracy +16 (+4 eff.) defense ------ Armor +2 Fatigue +3% Physical save +6 (+2 eff.) Mind save +6 (+1 eff.) Disarm Resist +23% 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. |
linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
fearwoven cashmere wizard hat of the mountain (+9%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +7 (+2 eff.) Damage +8% darkness +21% physical defense ------ Defense +2 (+1 eff.) Resistance +9% darkness +21% physical other ------- Max hate +8.00 A pointy cloth hat, very wizardly... |
Aerorachik (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Critical power +5.00% Physical Power +5 (+1 eff.) Damage +11% lightning +6% physical Accuracy +5 (+1 eff.) Ignore Armor +1 defense ------ Defense +1 (+0 eff.) Resistance +16% lightning A pointy cloth hat, very wizardly... |
Betana (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Cun offense ------ When Hit 4 acid defense ------ Armor +1 Fatigue +1% Physical save +11 (+4 eff.) other ------- Psi when Hit +0.04 A cap made of leather. |
miner's rough leather cap of strength (+3) (0 def, 2 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +2 Fatigue +1% other ------- Infravision +1 A cap made of leather. |
warlord's hardened leather cap of knowledge (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Nature/Psionic While equipped: Stats +4 Str +8 Wil +3 Cun offense ------ Physical Power +7 (+2 eff.) Mindpower +4 (+1 eff.) defense ------ Armor +3 Fatigue +3% Resistance +8% physical Physical save +7 (+3 eff.) A cap made of leather. |
Unrahell the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Spellpower +20 (+4 eff.) Damage +9% mind Ignore Shields +20% defense ------ Armor +3 Fatigue +5% other ------- Mana/turn +0.04 Mana-on-crit +2.00 Max mana +80.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yarilayasus (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +6 Str offense ------ Damage +9% physical Ignore resists +10% physical defense ------ Armor +3 Fatigue +5% Resistance +6% cold other ------- Psi when Hit +0.04 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing iron helm of strength (+2) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Disrupt/Master While equipped: Stats +2 Str defense ------ Armor +3 Fatigue +5% Resistance +6% nature +5% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% 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. |
Velodhessra (0 def, 5 armour)3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +5 Mag +5 Wil +9 Con +13 Lck offense ------ Physical Crit +7.0% Spell Crit +8% Mind Crit +6% Physical Power +12 (+3 eff.) Spellpower +30 (+6 eff.) defense ------ Armor +5 Fatigue +5% Resistance +15% physical Physical save +14 (+5 eff.) other ------- Max vim +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Runed Skull3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+2 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
1068 alchemist agate0.0 Encumbrance 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(97 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Malin'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +3 Str +2 Dex +2 Con offense ------ Ignore resists +20% physical defense ------ Defense +20 (+5 eff.) Mind save +6 (+1 eff.) other ------- Max stamina +30.00 Light +3 See Stealth +6 See Invisibility +7 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. |
Branaldir the dwarven lantern1.0 Encumbrance T5 lite [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Ignore Armor +1 When Hit 18 fire defense ------ Resistance +6% blight +8% fire +6% darkness +1% physical Mind save +15 (+4 eff.) Life +20.00 Healmod +10% other ------- Light +10 See Stealth +10 See Invisibility +19 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 48 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Delofast the Ebonyraze (dig speed 39 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Physical Crit +4.0% Critical power +5.00% Damage +3% physical +6% nature +9% light On-Hit (Melee): * 10% chance to reduce damage dealt by 30% defense ------ Resistance +11% nature other ------- Stamina/turn +3.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Xanotta the iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Spell Crit +3% Ignore resists +5% arcane Ignore Shields +10% On-Hit (Melee): * 10% chance to reduce all saves and defense by 38 defense ------ Fatigue -5% Spell save +6 (+2 eff.) other ------- Max mana +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of the Iron Throne (dig speed 20 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str defense ------ Life +21.00 other ------- Max stamina +16.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 6 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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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 (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
Manomadir [power 59] (15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +6 Str +5 Dex +3 Wil offense ------ Spell Crit +3% Spellpower +25 (+5 eff.) Ignore resists +27% arcane Ignore Shields +32% When Hit 11 blight other ------- Mana/turn +0.20 See Invisibility +9 Setup a psionic shield, reducing all damage taken by 59 for 5 turns Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Ce'Numira the dwarven-steel torque of clear mind [power 2] (15 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 38 defense ------ Poison Resist +10% Cut Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Ulfyroddafast [power 344] (9 cooldown)2.0 Encumbrance T4 totem charm [Random Unique] Nature While equipped: Stats +5 Dex +1 Con offense ------ Critical power +5.00% defense ------ Crit Resistance 5.00% other ------- Mana-on-crit +1.00 See Invisibility +3 Heal yourself and all friendly characters within 10 spaces for 344 Puts all charms on 9 turn cooldown 100% to reduce fatigue by 27% for 2 turns. 100% to gain a 31% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Manachik [power 9] (9 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +5 Cun +5 Str offense ------ Physical Power +20 (+5 eff.) Damage +12% physical When Hit 4 physical defense ------ Armor +4 other ------- See Invisibility +9 Reveal the area around you, dispelling darkness (radius 9, power 87 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 9 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Kevin Samuels the Dwarf Bulwark level 40
19th Loss 122nd year of Ascendancy at 11:14 see stats
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Kevin Samuels the Dwarf Bulwark level 51
5th Voratun 123rd year of Ascendancy at 17:25 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Kevin Samuels the Dwarf Bulwark level 51
3rd Voratun 123rd year of Ascendancy at 01:34 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Kevin Samuels the Dwarf Bulwark level 55
2nd Loss 123rd year of Ascendancy at 08:20 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Kevin Samuels the Dwarf Bulwark level 48
5th Gold 123rd year of Ascendancy at 13:09 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Kevin Samuels the Dwarf Bulwark level 49
3rd Stralite 123rd year of Ascendancy at 22:01 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Kevin Samuels the Dwarf Stone Warden level 19
19th Profit 122nd year of Ascendancy at 19:19 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Kevin Samuels the Dwarf Bulwark level 54
42nd Dearth 123rd year of Ascendancy at 20:20 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Kevin Samuels the Dwarf Bulwark level 48
6th Gold 123rd year of Ascendancy at 18:15 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Kevin Samuels the Dwarf Bulwark level 40
9th Shortage 122nd year of Ascendancy at 04:20 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Kevin Samuels the Dwarf Bulwark level 53
8th Wealth 123rd year of Ascendancy at 04:17 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Kevin Samuels the Dwarf Bulwark level 50
38th Stralite 123rd year of Ascendancy at 00:45 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 Kevin Samuels the Dwarf Bulwark level 45
26th Iron 123rd year of Ascendancy at 12:45 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Kevin Samuels the Dwarf Stone Warden level 10
2nd Profit 122nd year of Ascendancy at 02:19 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Kevin Samuels the Dwarf Stone Warden level 20
26th Profit 122nd year of Ascendancy at 14:47 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Kevin Samuels the Dwarf Stone Warden level 30
13rd Dearth 122nd year of Ascendancy at 23:47 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Kevin Samuels the Dwarf Stone Warden level 40
17th Loss 122nd year of Ascendancy at 06:54 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Kevin Samuels the Dwarf Bulwark level 50
38th Stralite 123rd year of Ascendancy at 00:45 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Kevin Samuels the Dwarf Bulwark level 51
17th Voratun 123rd year of Ascendancy at 06:02 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Kevin Samuels the Dwarf Bulwark level 44
24th Shortage 122nd year of Ascendancy at 09:26 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Kevin Samuels the Dwarf Bulwark level 47
24th Steel 123rd year of Ascendancy at 09:38 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Kevin Samuels the Dwarf Stone Warden level 30
27th Dearth 122nd year of Ascendancy at 23:17 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Kevin Samuels the Dwarf Stone Warden level 15
6th Profit 122nd year of Ascendancy at 07:38 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Kevin Samuels the Dwarf Bulwark level 55
42nd Dearth 123rd year of Ascendancy at 23:46 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Kevin Samuels the Dwarf Stone Warden level 8
18th Voratun 122nd year of Ascendancy at 23:58 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Kevin Samuels the Dwarf Stone Warden level 11
3rd Profit 122nd year of Ascendancy at 07:59 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Kevin Samuels the Dwarf Bulwark level 43
13rd Shortage 122nd year of Ascendancy at 14:02 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Kevin Samuels the Dwarf Stone Warden level 31
8th Loss 122nd year of Ascendancy at 11:30 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Kevin Samuels the Dwarf Bulwark level 47
24th Steel 123rd year of Ascendancy at 17:01 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Kevin Samuels the Dwarf Bulwark level 58
14th Shortage 123rd year of Ascendancy at 13:46 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Kevin Samuels the Dwarf Bulwark level 43
15th Shortage 122nd year of Ascendancy at 08:29 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Kevin Samuels the Dwarf Stone Warden level 30
15th Dearth 122nd year of Ascendancy at 00:00 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Kevin Samuels the Dwarf Bulwark level 51
2nd Voratun 123rd year of Ascendancy at 14:27 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Kevin Samuels the Dwarf Bulwark level 59
31st Stralite 124th year of Ascendancy at 09:45 see stats
Log
Stone Vine from Kevin Samuels hits Parasitic horror for 10 nature, 25 arcane (35 total damage).
Stone Vine from Kevin Samuels hits Parasitic horror for 10 nature, 25 arcane (35 total damage).
Stone Vine from Kevin Samuels hits Parasitic horror for 10 nature, 25 arcane (35 total damage).
Parasitic horror envelops Kevin Samuels with acid.
Parasitic horror misses Kevin Samuels.
Stone Vine from Kevin Samuels hits Parasitic horror for 10 nature, 25 arcane (35 total damage).
Kevin Samuels performs a melee critical strike against Parasitic horror!
Parasitic horror is afflicted by a crippling illness!
Kevin Samuels performs a melee critical strike against Parasitic horror!
Kevin Samuels resists Parasitic horror's 'Disarmed'!
Melee retaliation hits Kevin Samuels for (16 flat reduction), 0 acid, (16 flat reduction), 0 acid (0 total damage).
Kevin Samuels hits Parasitic horror for 392 physical, 25 temporal, 95 arcane, 75 light, 77 fire (664 total damage).
Kevin Samuels killed Parasitic horror!
Kevin Samuels deactivates Stone Vines.
Kevin Samuels activates Stone Vines.
Kevin Samuels deactivates Shield Wall.
Kevin Samuels activates Shield Wall.
Kevin Samuels deactivates Eldritch Infusion.
Kevin Samuels activates Eldritch Infusion.
Kevin Samuels deactivates Shards.
Kevin Samuels activates Shards.
You don't see how to get there...



























































































































































































