











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Player AI 1.5.10Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Das Blinkenlights 1.6.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 19 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by Animated elemental stralite mace at level 19 on the 76th Dusk 122nd year of Ascendancy at 13:25 / 1 |
Primary Stats
| Strength | 53 (base 36) |
| Dexterity | 58 (base 47) |
| Constitution | 20 (base 11) |
| Magic | 18 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 23 (base 12) |
Resources
| Life | -81/490 |
| Stamina | 119/201 |
| Healing Factor | 1.0870588855782 |
| Regeneration | 3.532941378129 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 5 |
| See Stealth | 30.074207531484 |
| See Invisible | 28.074207531484 |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 59 |
| Crit Chance | 5% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Light | +6% |
| Nature | +3% |
| Cold | +6% |
| Fire | +3% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Light | +25% |
| Nature | +8% |
| Mind | +25% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 22.335093952971 (47.857809501309%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 8 |
| Physical Save | 27 |
| Spell Save | 34 |
| Mental Save | 21 |
Defense: Resistances
| Blight | + 9%( 70%) |
| Arcane | + 11%( 70%) |
| Cold | + 14%( 70%) |
| All | + 6%( 70%) |
| Physical | + 14%( 70%) |
| Darkness | + 30%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 32%( 70%) |
| Lightning | + 30%( 70%) |
| Mind | + 12%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Confusion Resistance | 27% |
| Knockback Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 230 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 52 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Dexterity 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed bloated horror heart. * You've found the needed minotaur nose. | active |
Equipment
| On feet | Fogwrither (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +2 Cun offense ------ Damage +6% darkness defense ------ Armor +4 Fatigue +3% Resistance +8% lightning +9% temporal +2% physical +6% nature +6% mind Unlife -20.00 life other ------- Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | deadly quiver of elm arrows of wind (19/19, 21-29 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego] Nature/Master Weapon Damage 21.0 - 29.4 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 19 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 143 physical damage Arrows are used with bows to pierce your foes to death. |
| Light source | bright alchemist's lamp1.0 Encumbrance T3 lite [Ego] Master While equipped: other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Beteravena' (0 def, 4 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +1 Wil +2 Cun +2 Con offense ------ Damage +6% mind Ignore resists +25% mind defense ------ Armor +4 Fatigue +3% other ------- Max psi +20.00 Light +1 Infravision +2 A cap made of leather. |
| Tool | piercing dragonbone wand of shielding [power 458] (14/20 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a shield absorbing up to 458 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | savage's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Con defense ------ Spell save +11 (+6 eff.) Blind Resist +21% other ------- Max stamina +12.00 Infravision +3 See Stealth +7 See Invisibility +5 Rings make your fingers look great! |
| On fingers | pixie's gold ring of clarity0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +5 (+2 eff.) defense ------ Mind save +7 (+4 eff.) Confus Resist +27% Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
| In main hand | Poltergeist's Wildlady the ash longbow4.0 Encumbrance T2 longbow 2H weapon [Random Unique] Nature/Disrupt/Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +8 nature On Hit: * 10% chance to slow global speed by 41% On Critical: * silences the target While equipped: Stats +5 Str +2 Dex +2 Mag +2 Wil +2 Cun +4 Con offense ------ Physical Power +9 (+3 eff.) Damage +3% nature Ignore resists +8% nature defense ------ Resistance +3% nature +6% darkness other ------- Masteries +0.15 Wild-gift/Fungus Regenerate 104 life over 5 turns Puts all charms on 20 turn cooldown Longbows are used to shoot arrows at your foes. |
| On hands | Tidesun the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 fire Damage +3% fire +6% light +6% cold Ignore resists +5% darkness +10% cold On-Hit (Melee): * 10% chance to reduce damage dealt by 14% defense ------ Armor +2 Resistance +9% cold +7% fire other ------- Light +3 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. |
| Main armor | Flashfury the steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Random Unique] Arcane/Master While equipped: offense ------ Ignore resists +25% light defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% physical +19% temporal +10% light +11% darkness Physical save +10 (+5 eff.) A suit of armour made of mail. |
| Cloak | resilient linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +1 Dex defense ------ Defense +1 (+0 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Voidspar0.1 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: Stats +5 Mag offense ------ When Hit 4 acid defense ------ Resistance +18% lightning +5% arcane +9% darkness Unlife -40.00 life Amulets make your neck look great! |
Inventory
regeneration infusion of the sneak (heal 189; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 189 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 80; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 80 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Lelegar the Hailweeper0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 41% defense ------ Resistance +9% lightning +12% light +12% blight +6% cold +6% acid +12% darkness Spell save +6 (+3 eff.) Blind Resist +25% Amulets make your neck look great! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 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... |
cleansing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Disrupt While equipped: defense ------ Resistance +10% nature +12% blight Poison Resist +20% Disease Resist +24% Amulets make your neck look great! |
grounding gold amulet of dexterity (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex defense ------ Resistance +14% lightning Stun Resist +26% Amulets make your neck look great! |
savage's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +11 (+6 eff.) other ------- Max stamina +12.00 Rings make your fingers look great! |
titan's copper ring of blight (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con offense ------ Damage +10% blight defense ------ Resistance +10% blight Physical save +6 (+3 eff.) Rings make your fingers look great! |
chilling dwarven-steel battleaxe of massacre (40-61 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego] Arcane/Master Weapon Damage 40.5 - 60.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +7 cold Massive two-handed battleaxes. |
steel dagger (12-15 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Normal] Weapon Damage 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
steel dagger (11-14 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Normal] Weapon Damage 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
steel greatmaul (25-38 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Normal] Weapon Damage 25.0 - 37.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% Massive two-handed mauls. |
Colaryem (48-77 power, 12 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Arcane Weapon Damage 48.0 - 76.8 Physical Uses 130% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 56% While equipped: Stats +7 Dex offense ------ Move Speed +10% Damage +7% lightning defense ------ Fatigue -12% Resistance +7% lightning other ------- Encumbrance +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Spectral Blade (26-42 power, 25 apr)0.1 Encumbrance T2 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +25 Critical Rate +3.0% Attack Speed 111% On-hit +15 arcane On-crit, radius 2 +30 arcane silence While equipped: offense ------ Spellpower +5 (+2 eff.) other ------- Mana/turn +0.50 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
elemental steel greatsword of shearing (24-38 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego++] Arcane/Master Weapon Damage 24.0 - 38.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: offense ------ Damage +7% fire Ignore resists +12% fire +10% all Accuracy +7 (+2 eff.) Ignore Armor +12 Massive two-handed swords. |
hateful dwarven-steel greatsword of erosion (36-58 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego] Nature/Psionic Weapon Damage 36.5 - 58.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +14 nature +7 darkness Damage Against +12% Living Massive two-handed swords. |
slime-covered steel greatsword of enduring (22-36 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Nature/Disrupt Weapon Damage 22.5 - 36.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * 10% chance to slow global speed by 41% While equipped: Stats +7 Con +7 Wil defense ------ Life +42.00 Massive two-handed swords. |
steel greatsword (26-41 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Normal] Weapon Damage 25.5 - 40.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% Massive two-handed swords. |
truestriking steel greatsword (24-38 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Master Weapon Damage 23.5 - 37.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +10% physical Accuracy +10 (+3 eff.) Ignore Armor +7 Massive two-handed swords. |
warbringer's steel greatsword of daylight (23-37 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Arcane/Master Weapon Damage 23.0 - 36.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +12 light Damage Against +10% Undead While equipped: Stats +2 Con offense ------ Physical Power +9 (+3 eff.) Ignore resists +10% physical defense ------ Disarm Resist +17% Massive two-handed swords. |
ash longbow4.0 Encumbrance T2 longbow 2H weapon [Normal] Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 Longbows are used to shoot arrows at your foes. |
elm longbow4.0 Encumbrance T1 longbow 2H weapon [Normal] Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 Longbows are used to shoot arrows at your foes. |
mighty ash longbow of cold4.0 Encumbrance T2 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +8 cold While equipped: Stats +2 Str offense ------ Physical Power +8 (+3 eff.) Damage +18% cold Longbows are used to shoot arrows at your foes. |
mighty ash longbow of piercing4.0 Encumbrance T2 longbow 2H weapon [Ego+] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +2 Str offense ------ Physical Power +9 (+3 eff.) Ignore resists +11% all Accuracy +8 (+2 eff.) Ignore Armor +9 Longbows are used to shoot arrows at your foes. |
yew longbow of acid4.0 Encumbrance T3 longbow 2H weapon [Ego] Arcane Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +8 acid While equipped: offense ------ Damage +15% acid Longbows are used to shoot arrows at your foes. |
balanced steel longsword (17-24 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Master Weapon Damage 17.0 - 23.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +8 (+4 eff.) Disarm Resist +24% Sharp, long, and deadly. |
plaguebringer's steel longsword of crippling (14-20 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego++] Arcane/Master Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +5 blight On Hit: 20% Epidemic level 2 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 6 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% defense ------ Disease Resist +11% Sharp, long, and deadly. |
truestriking dwarven-steel mace of crippling (27-38 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego++] Master Weapon Damage 27.0 - 37.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% Ignore resists +6% physical Accuracy +13 (+3 eff.) Ignore Armor +7 Blunt and deadly. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 212.67 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
blooming vined mindstar of balance (6-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Physical save +3 (+2 eff.) Spell save +3 (+2 eff.) Mind save +4 (+2 eff.) Healmod +10% Heal-on-summon +16 other ------- EQ when Hit +0.80 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. |
creative vined mindstar (4-5 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +2% Critical power +6.00% Mindpower +4 (+2 eff.) other ------- 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. |
inquisitor's vined mindstar of venom (4-5 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego++] Nature/Disrupt Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On Critical: * Deals 36 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 6 acid Damage +8% acid Ignore resists +6% acid defense ------ Resistance +6% acid Life Regen +1.00 other ------- 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. |
nature's vined mindstar of balance (4-5 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +4% nature defense ------ Resistance +4% blight Physical save +3 (+2 eff.) Spell save +4 (+2 eff.) Mind save +3 (+2 eff.) Disease Resist +12% other ------- EQ when Hit +0.80 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. |
wyrm's thorny mindstar (8-8 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) On-Hit 3 lightning 4 physical 2 fire 4 acid 5 cold defense ------ Resistance +2% lightning +6% physical +4% cold +4% fire +4% acid other ------- 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. |
wyrm's thorny mindstar of balance (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) On-Hit 6 lightning 2 physical 4 fire 3 acid 4 cold defense ------ Resistance +3% lightning +4% physical +2% cold +4% fire +4% acid Physical save +4 (+2 eff.) Spell save +2 (+1 eff.) Mind save +3 (+2 eff.) other ------- EQ when Hit +0.70 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. |
cured leather sling of piercing4.0 Encumbrance T2 sling 1H weapon [Ego+] Master Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: offense ------ Ignore resists +8% all Accuracy +6 (+2 eff.) Ignore Armor +6 Slings are used to hurl stones or metal shots at your foes. |
ash magestaff 'Dimgrinder' (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +6 (+2 eff.) Damage +15% lightning +15% darkness +12% light Ignore resists +5% darkness +10% light On-Hit (Melee): * 20% chance to reduce damage dealt by 14% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal yew magestaff (20-24 power, 4 apr, cold element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +13 (+4 eff.) Damage +20% cold Ignore Shields +12% defense ------ Defense +12 (+6 eff.) Shield Power +11% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater ash magestaff of breaching (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Ego++] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +10 (+2 eff.) Damage +15% lightning +15% cold +15% arcane +15% fire Ignore resists +8% lightning +8% cold +8% arcane +8% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of power (18-22 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +16 (+4 eff.) Damage +18% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew magestaff of fate (22-26 power, 4 apr, cold element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 22.0 - 26.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +12 (+3 eff.) Damage +22% cold defense ------ Physical save +8 (+4 eff.) Spell save +6 (+3 eff.) Mind save +7 (+4 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash starstaff (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% darkness other ------- Mana/turn +0.11 Max mana +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of greater warding (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Damage +20% physical defense ------ Armor +7 Defense +8 (+4 eff.) other ------- Wards +3 physical Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic stralite waraxe of massacre (38-54 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 38.5 - 53.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 One-handed war axes. |
elemental steel waraxe (12-17 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Arcane Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) While equipped: offense ------ Damage +14% lightning Ignore resists +7% lightning One-handed war axes. |
warbringer's steel waraxe (14-20 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Master Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +2 Con offense ------ Physical Power +7 (+3 eff.) Ignore resists +6% physical defense ------ Disarm Resist +11% One-handed war axes. |
noble's hardened leather belt1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +3 Cun +4 Wil offense ------ Against +20% Summoned defense ------ Resist Against +24% Summoned A belt that goes around your waist. |
rough leather belt of the mystic1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) defense ------ Mind save +5 (+3 eff.) A belt that goes around your waist. |
linen cloak of mindcraft (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Mind Crit +4% defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's cashmere robe of darkness (+12%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane/Psionic While equipped: offense ------ Damage +14% darkness defense ------ Resistance +33% darkness +12% mind +11% all Physical save +12 (+6 eff.) Spell save +11 (+6 eff.) Mind save +20 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of frost (+22%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +15% cold defense ------ Resistance +9% all +22% cold other ------- Mana/turn +0.12 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of time (+11%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +11% temporal defense ------ Resistance +11% all +11% temporal Mind save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of corrosion (+18%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane/Nature While equipped: offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +12% acid defense ------ Resistance +18% acid +9% all Spell save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Damage +17% arcane +8% temporal defense ------ Resistance +11% all other ------- Max mana +26.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of rough leather boots of speed (0 def, 2 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +2 other ------- Infravision +1 A pair of boots made of leather. |
pair of hardened leather boots of rushing (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +3 Str +3 Con defense ------ Armor +3 Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
stealthy pair of hardened leather boots of phasing (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: Stats +5 Dex +2 Mag +3 Wil +10 Lck defense ------ Armor +3 Stealth +8 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
restful hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +7 (+3 eff.) defense ------ Armor +2 Life Regen +3.00 other ------- Stamina/turn +1.10 Max stamina +10.00 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. |
cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
rough leather cap 'Shimmermalice' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +3% lightning defense ------ Armor +1 Fatigue +1% Resistance +6% mind +3% lightning Physical save +11 (+6 eff.) A cap made of leather. |
enlightening steel mail armour of implacability (2 def, 10 armour)14.0 Encumbrance T2 heavy armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +4 Wil defense ------ Armor +10 Defense +2 (+1 eff.) Fatigue +7% Physical save +7 (+4 eff.) Mind save +13 (+7 eff.) A suit of armour made of mail. |
enlightening steel mail armour of the deep (2 def, 8 armour)14.0 Encumbrance T2 heavy armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +8 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% acid +7% cold Mind save +11 (+6 eff.) other ------- Breathe water A suit of armour made of mail. |
Xiba the Naturequeller (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Master While equipped: Stats +2 Mag +2 Cun +2 Con offense ------ Ignore resists +15% nature defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +20% lightning other ------- Infravision +1 A suit of armour made of leather. |
cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Normal] While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% A suit of armour made of leather. |
prismatic hardened leather armour of acid resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +15% acid +10% light +12% darkness A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
rough leather armour 'Blazestoker' (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Disrupt While equipped: offense ------ Damage +6% lightning Ignore resists +15% cold When Hit 2 acid defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +11% blight +9% lightning +11% nature +9% acid A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 48 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +10 Defense +9 (+4 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
dwarven-steel shield 'Winterbane' (0 def, 6 armour, 84.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex +7 Wil +3 Con offense ------ Damage +3% cold +6% temporal Ignore resists +5% temporal defense ------ Armor +6 Fatigue +8% Resistance +18% cold other ------- Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 40 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
steel shield of mind resistance (+11%) (0 def, 4 armour, 41 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% Resistance +11% mind other ------- Talents +1 Block Handheld deflection devices. |
wrathful steel shield (0 def, 4 armour, 41.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * Deals 15 light and fire damage to each enemy blocked defense ------ Armor +4 Fatigue +8% Resistance +7% light +6% fire other ------- Talents +1 Block Handheld deflection devices. |
Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 Encumbrance T2 arrow ammo [Unique] Nature Weapon Damage 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
quiver of elm arrows (15/15, 16-22 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Normal] Weapon Damage 15.5 - 21.7 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 15 Arrows are used with bows to pierce your foes to death. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
120 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. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 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. |
5 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Chillborn the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +9% cold On-Hit (Melee): * 10% chance to slow global speed by 41% defense ------ Resistance +15% cold other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Olodunakan the Torchpride2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Con offense ------ Physical Power +10 (+4 eff.) Ignore resists +15% fire defense ------ Resistance +6% nature Physical save +6 (+3 eff.) Healmod +11% 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. |
Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
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. |
supercharged elven-wood totem of healing [power 506] (14/20 cooldown)2.0 Encumbrance T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 506 Puts all charms on 20 turn cooldown Natural totems are made by powerful wilders to store nature power. |
5 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 Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
powerful yew wand of shielding [power 230] (14/20 cooldown)2.0 Encumbrance T3 wand charm [Ego+] Arcane Create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
13 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Korax the Thalore Archer level 18
75th Dusk 122nd year of Ascendancy at 04:59 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Korax the Thalore Archer level 18
71st Dusk 122nd year of Ascendancy at 07:25 see stats
Level 10 (Roguelike)
Got a character to level 10.By Korax the Thalore Archer level 10
2nd Dusk 122nd year of Ascendancy at 12:35 see stats
Log
Animated elemental stralite mace uses Block.
Korax uses Infusion: Regeneration.
Korax starts regenerating health quickly.
Animated elemental stralite mace has finished recovering.
The shield around Korax crumbles.
Korax uses Evasion.
Korax tries to evade attacks.
Korax uses Called Shots.
Korax's Called Shots performs a ranged critical strike against Animated elemental stralite mace!
Shards of metal explode from Animated elemental stralite mace's shield!
Korax starts to bleed.
Animated elemental stralite mace is silenced!
Korax's Called Shots hits Animated elemental stralite mace for (107 blocked), 0 physical, (8 blocked), 0 nature (0 total damage).
Animated elemental stralite mace hits Korax for 30 physical damage.
Animated elemental stralite mace uses Shield Pummel.
Korax is stunned!
Melee retaliation hits Animated elemental stralite mace for 4 acid, 4 acid (7 total damage).
Animated elemental stralite mace hits Korax for 112 physical, 67 physical (179 total damage).
Bleeding from Animated elemental stralite mace hits Korax for 30 physical damage.
Talent Disengage is ready to use.
Talent Steady Shot is ready to use.
Talent Rune: Teleportation is ready to use.
Talent Volley is ready to use.
Bleeding from Animated elemental stralite mace hits Korax for 30 physical damage.
Melee retaliation hits Animated elemental stralite mace for 2 acid damage.
Animated elemental stralite mace hits Korax for 91 physical, 23 lightning (114 total damage).
Korax the level 19 thalore archer was shocked to death by a Animated elemental stralite mace on level 3 of Dreadfell.
























































































































