Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: MaDDworlDs' Buy Skills! 1.7.4Have extra cash? Buy some new class and generic talent trees! The staff shop in Angolwen now offers most class/generic skill trees for sale! prices range from 100 gold to 5,000 gold! Shout out to AkaviriBlade for all the leg work! Thank you for downloading, hope you enjoy! (Note: you'll need to start a new save, AND this mod does not include skills/spells for the DLCs!) (any mod that overwrites this staff shop will, ofc, not work together!) Prowler Class 1.5.10Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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: 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 Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Shared Stash 1.7.6About: After half a day diving in documentations and source code of other addons (original Items Vault included) this is what I managed to put together. Shared Stash features: From Russia with love. Changelog: Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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 Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. MaDDworlDs' Money Sink! 1.7.4Have extra cash? Blow it on Stat/Class/Generic points! Most (if not all) weapon merchants in Last Hope will now offer stat/class/generic point training [Stat Points] 5 points for 300 gold. Thank you for downloading, hope you enjoy! (note: You must make a new save, ofc.) ( Any mod that overwrites the chat function on generic weapon shop NPC conversation stuff won't be compatible :C ) Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Allow Respec Anywhere 1.2.3 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Reaver |
Level / Exp | 34 / 55% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 86 (base 60) |
Dexterity | 41 (base 15) |
Constitution | 54 (base 24) |
Magic | 88 (base 60) |
Willpower | 33 (base 15) |
Cunning | 60 (base 20) |
Resources
Life | 872/872 |
Stamina | 224/224 |
Vim | 185/185 |
Healing Factor | 1.2997803169825 |
Regeneration | 8.2510503999322 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 42.332026376616 |
See Invisible | 42.332026376616 |
Offense: Mainhand
Damage | 174 |
Accuracy | 65 |
Crit Chance | 48% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | 133 |
Accuracy | 65 |
Crit Chance | 48% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Physical | +11% |
Lightning | +33% |
Nature | +21% |
Darkness | +22% |
Blight | +17% |
Arcane | +19% |
Mind | +12% |
All | +2% |
Offense: Damage Penetration
Blight | +20% |
Darkness | +27% |
Cold | +10% |
Defense: Base
Armour (hardiness) | 54.723073231957 (100%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 27 |
Physical Save | 49 |
Spell Save | 32 |
Mental Save | 27 |
Defense: Resistances
Acid | + 49%( 70%) |
Blight | + 49%( 70%) |
Physical | + 34%( 70%) |
Cold | + 36%( 70%) |
All | + 15%( 70%) |
Lightning | + 19%( 70%) |
Darkness | + 34%( 70%) |
Fire | + 39%( 70%) |
Nature | + 47%( 70%) |
Defense: Immunities
Disarm Resistance | 51% |
Stun Resistance | 53% |
Pinning Resistance | 35% |
Instadeath Resistance | 100% |
Knockback Resistance | 52% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 460 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 124 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 122 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 367 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Magic stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Corruption / Bone | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Corruption / Plague | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Corruption / Rot | 1.54 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Vim | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Corruption / Sanguisuge | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.44 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Vile life | 1.40 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Cunning / Scoundrel | 1.20 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Elemental Discord |
talent | Daunting Presence |
talent | Overkill |
talent | Blood Vengeance |
talent | Infestation |
talent | Ruin |
talent | Chant of Fortress |
talent | Bone Shield |
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. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 136. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed pouch of bone giant dust. * You've found the needed vial of greater demon bile. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed pouch of faeros ash. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed xorn fragment. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' You 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 within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Pitchdare (0 def, 5 armour) Pitchdare (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +10 Str +9 Dex +11 Lck offense ------ Ignore resists +15% darkness defense ------ Armor +5 Stealth +14 Unlife -40.00 life A pair of boots made of leather. |
Light source | Skypanic Skypanic1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +2 Con offense ------ Damage +21% lightning Accuracy +20 (+5 eff.) When Hit 4 physical defense ------ Unlife -40.00 life other ------- Stamina/turn +2.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Decayed Visage (0 def, 2 armour) Decayed Visage (0 def, 2 armour)1.0 Encumbrance T3 head armor [Unique] Arcane/Master While equipped: Stats +5 Wil +5 Mag offense ------ Physical Crit +4.0% Spell Crit +3% Damage +12% blight +11% arcane Ignore resists +20% blight Accuracy +15 (+4 eff.) When Hit 10 vim draining blight defense ------ Armor +2 other ------- Max vim +25.00 Infravision +2 Vimsense: Effective talent level: 2.0 Power cost 21 out of 45/45. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 12% and all saves by 20, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. This item has been sent to the Item's Vault. |
On hands | blighted voratun gauntlets of magic (+4) (0 def, 3 armour) blighted voratun gauntlets of magic (+4) (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego] Arcane While equipped: Stats +4 Mag offense ------ On-Hit 10 blight Damage +6% arcane +3% blight defense ------ Armor +3 Fatigue +5% Resistance +9% blight 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 | The Jolt The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
On fingers | Xanymina Xanymina0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Cun +6 Dex offense ------ Spellpower/crit +8 Damage +19% nature Accuracy +22 (+6 eff.) Ignore Armor +13 defense ------ Defense +12 (+4 eff.) Resistance +38% nature Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max mana +100.00 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 93% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | Chosta the gold ring Chosta the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +3 Con offense ------ Physical Crit +4.0% Damage +9% physical Ignore Armor +3 defense ------ Physical save +3 (+1 eff.) Life +28.00 Disarm Resist +31% Pinning Resist +35% Knockbk Resist +26% Rings make your fingers look great! |
Around neck | quartz amulet quartz amulet0.1 Encumbrance T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con defense ------ Resistance +19% fire +18% cold Stun Resist +30% other ------- Masteries +0.24 Cunning/Survival +0.24 Corruption/Rot Amulets make your neck look great! |
In main hand | plaguebringer's stralite longsword (36-51 power, 5 apr) plaguebringer's stralite longsword (36-51 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego+] Arcane Weapon Damage 36.5 - 51.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +13 blight On Hit: 20% Epidemic level 4 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 25 While equipped: defense ------ Disease Resist +11% Sharp, long, and deadly. |
Around waist | noble's hardened leather belt of recklessness noble's hardened leather belt of recklessness1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: Stats +5 Cun +5 Wil offense ------ Physical Crit +4.0% Critical power +7.00% Physical Power +3 (+1 eff.) Against +26% Summoned defense ------ Resist Against +23% Summoned A belt that goes around your waist. |
In off hand | plaguebringer's stralite longsword of crippling (32-45 power, 5 apr) plaguebringer's stralite longsword of crippling (32-45 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego++] Arcane/Master Weapon Damage 32.0 - 44.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +9 blight On Hit: 20% Epidemic level 4 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 25 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +12.0% defense ------ Disease Resist +18% Sharp, long, and deadly. |
Cloak | Chilllash (3 def, 0 armour) Chilllash (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats +4 Str +6 Mag +2 Cun +3 Con offense ------ Damage +20% darkness Ignore resists +12% darkness +10% cold defense ------ Defense +3 (+1 eff.) Resistance +22% darkness Stealth +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | fortifying stralite plate armour of the dragon (0 def, 13 armour) fortifying stralite plate armour of the dragon (0 def, 13 armour)17.0 Encumbrance T4 massive armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con defense ------ Armor +13 Fatigue +22% Resistance +8% acid +8% physical +7% cold +5% lightning +9% fire Life +45.00 Disarm Resist +20% Stun Resist +23% Knockbk Resist +26% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
Phial of the Ultimate Bearness Phial of the Ultimate Bearness0.4 Encumbrance potion [Unique] Unknown Quaff phial's content. Impawssible?! |
movement infusion of the wizard (speed 664%; cd 16) movement infusion of the wizard (speed 664%; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 664% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 359; 17 cd) regeneration infusion of the wizard (heal 359; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 359 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of the Rift (282.00 temporal damage, removed from time 4 turns) Rune of the Rift (282.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 287.64 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, physical, light, blight, cold, mind) Prismatic Rune (6 turns; lightning, physical, light, blight, cold, mind)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 physical, 3 light, 5 blight, 3 cold, 3 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 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... |
Blindstake Blindstake0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex offense ------ Mind Crit +1% Damage +6% fire other ------- EQ when Hit +0.16 Hate-on-crit +4.00 Max hate +2.00 Light +2 Amulets make your neck look great! |
Duvehek the Torchwinnow Duvehek the Torchwinnow0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Fatigue -5% Resistance +6% light +24% fire Spell save +6 (+3 eff.) Life Regen +2.00 other ------- EQ when Hit +0.04 Amulets make your neck look great! |
Emyratta the Cobratrencher Emyratta the Cobratrencher0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +9 Lck offense ------ Ignore resists +15% arcane Accuracy +10 (+3 eff.) When Hit 2 mind 6 nature On-Hit (Melee): * 20% chance to slow global speed by 48% * 20% chance to reduce all saves and defense by 22 defense ------ Defense +9 (+3 eff.) Resistance +5% arcane +12% nature Resist unseen 12% Amulets make your neck look great! |
clarifying steel amulet of cunning (+3) clarifying steel amulet of cunning (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +13% mind Confus Resist +20% Amulets make your neck look great! |
clarifying steel amulet of mastery (0.20 Corruption / Scourge) clarifying steel amulet of mastery (0.20 Corruption / Scourge)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +14% mind Confus Resist +26% other ------- Masteries +0.20 Corruption/Scourge Amulets make your neck look great! |
stabilizing steel amulet of dexterity (+4) stabilizing steel amulet of dexterity (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex defense ------ Resistance +12% temporal Pinning Resist +20% Knockbk Resist +24% Amulets make your neck look great! |
steel amulet steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
steel amulet steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
steel amulet of healing steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Healmod +13% Cut Resist +40% Heal: Puts all charms on 29 turn cooldown Effective talent level: 2.0 Power cost 29 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 206 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
The Far-Hand 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 29 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (149). 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. |
insulating gold amulet of cunning (+4) insulating gold amulet of cunning (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun defense ------ Resistance +16% fire +10% cold Amulets make your neck look great! |
restful gold amulet restful gold amulet0.1 Encumbrance T3 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -6% Life Regen +2.00 Amulets make your neck look great! |
stabilizing gold amulet stabilizing gold amulet0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +18% temporal Pinning Resist +23% Knockbk Resist +25% Amulets make your neck look great! |
wanderer's gold amulet of mastery (0.18 Cunning / Survival) wanderer's gold amulet of mastery (0.18 Cunning / Survival)0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +4 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +3.00 other ------- Stamina/turn +0.90 Masteries +0.18 Cunning/Survival Amulets make your neck look great! |
warrior's gold amulet warrior's gold amulet0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +7% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
mindweaver's stralite amulet of cunning (+6) mindweaver's stralite amulet of cunning (+6)0.1 Encumbrance T4 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +6 Cun +2 Wil offense ------ Mindpower +9 (+5 eff.) defense ------ Mind save +8 (+4 eff.) Confus Resist +14% Amulets make your neck look great! |
Arimina Arimina0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +4 Wil +3 Cun +4 Con offense ------ Damage +11% light defense ------ Resistance +22% light +6% nature Unlife -20.00 life Rings make your fingers look great! |
rogue's copper ring rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Rings make your fingers look great! |
wizard's copper ring wizard's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Rings make your fingers look great! |
Vargh Redemption Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.47 cold and 13.56 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 49 power out of 60/60 This azure ring seems to be always moist to the touch. |
gladiator's steel ring gladiator's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +6 Con offense ------ Physical Power +9 (+2 eff.) Rings make your fingers look great! |
mule's steel ring mule's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% other ------- Encumbrance +21 Rings make your fingers look great! |
rogue's steel ring of power rogue's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) Mindpower +7 (+4 eff.) defense ------ Defense +4 (+1 eff.) Rings make your fingers look great! |
titan's steel ring titan's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+2 eff.) Rings make your fingers look great! |
wizard's steel ring wizard's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Rings make your fingers look great! |
wizard's steel ring of clarity wizard's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Mind save +7 (+3 eff.) Confus Resist +23% Rings make your fingers look great! |
Elemental Fury 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. |
gladiator's gold ring of nature (+28%) gladiator's gold ring of nature (+28%)0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Str +6 Con offense ------ Physical Power +11 (+2 eff.) Damage +14% nature defense ------ Resistance +28% nature Rings make your fingers look great! |
gold ring gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
gold ring 'Thunderstalker' gold ring 'Thunderstalker'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +2 Dex +2 Cun +2 Con offense ------ Accuracy +4 (+1 eff.) When Hit 8 lightning defense ------ Crit Resistance 15.00% other ------- Infravision +3 Rings make your fingers look great! |
pixie's gold ring of power pixie's gold ring of power0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +4 Mag offense ------ Physical Power +9 (+2 eff.) Spellpower +12 (+4 eff.) Mindpower +7 (+4 eff.) Rings make your fingers look great! |
rogue's gold ring of tenacity rogue's gold ring of tenacity0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun defense ------ Defense +8 (+2 eff.) Life +22.00 Disarm Resist +24% Pinning Resist +21% Knockbk Resist +23% Rings make your fingers look great! |
sneakthief's gold ring of clarity sneakthief's gold ring of clarity0.1 Encumbrance T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +6 Dex offense ------ Accuracy +8 (+2 eff.) defense ------ Mind save +8 (+4 eff.) Confus Resist +38% Rings make your fingers look great! |
titan's gold ring of life titan's gold ring of life0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: Stats +4 Con defense ------ Physical save +8 (+3 eff.) Life +49.00 Life Regen +13.00 Healmod +15% Rings make your fingers look great! |
warrior's gold ring of life warrior's gold ring of life0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Str defense ------ Armor +8 Life +53.00 Life Regen +10.00 Healmod +13% Rings make your fingers look great! |
warrior's gold ring of pilfering warrior's gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +4 Str offense ------ Accuracy +10 (+3 eff.) Ignore Armor +7 defense ------ Armor +8 Defense +8 (+2 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 93% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
wizard's gold ring of light (+24%) wizard's gold ring of light (+24%)0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +12% light defense ------ Resistance +24% light Spell save +6 (+3 eff.) Rings make your fingers look great! |
wizard's gold ring of sensing wizard's gold ring of sensing0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Blind Resist +25% other ------- Infravision +4 See Stealth +8 See Invisibility +11 Rings make your fingers look great! |
stralite ring of luminosity stralite ring of luminosity0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 18 light On-Ranged-Hit 19 light Damage +13% light Rings make your fingers look great! |
voratun ring 'Blastblight' voratun ring 'Blastblight'0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: offense ------ Damage +26% lightning +6% cold +6% light Ignore resists +5% lightning defense ------ Resistance +43% lightning +12% cold +12% light Rings make your fingers look great! |
Staff of Absorption Staff of Absorption7.0 Encumbrance staff 2H weapon [Plot Item] Unknown Weapon Damage 30.0 - 33.0 Arcane Uses 150% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 While equipped: offense ------ Spell Crit +10% Spellpower +20 (+7 eff.) Accuracy +20 (+5 eff.) Absorb energies. Uses 804 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 Encumbrance T3 greatsword 2H weapon [Unique] Psionic Weapon Damage 49.0 - 78.4 Physical Uses 50% Mag, 129% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +9.0% Attack Speed 100% On-hit +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Umbraidol (30-43 power, 4 apr) Umbraidol (30-43 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Random Unique] Nature/Master Weapon Damage 30.5 - 42.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * 10% chance to reduce damage dealt by 18% While equipped: Stats +1 Str +7 Wil +11 Con offense ------ Physical Power +8 (+2 eff.) Damage +3% darkness Ignore resists +7% physical defense ------ Armor +16 Life +46.00 Disarm Resist +19% Sharp, long, and deadly. |
dwarven-steel longsword 'Ce'Nuwyn' (22-31 power, 4 apr) dwarven-steel longsword 'Ce'Nuwyn' (22-31 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Rare] Arcane Weapon Damage 22.0 - 30.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +16 cold While equipped: Stats +4 Mag +4 Cun +8 Con defense ------ Mind save +15 (+7 eff.) other ------- Hate-on-crit +5.00 Sharp, long, and deadly. |
plaguebringer's dwarven-steel longsword of torment (22-30 power, 4 apr) plaguebringer's dwarven-steel longsword of torment (22-30 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego++] Arcane/Psionic Weapon Damage 21.5 - 30.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +10 blight On Hit: 20% Epidemic level 3 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 25 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: defense ------ Disease Resist +14% Sharp, long, and deadly. |
voratun longsword 'Blizzardtorrent' (52-74 power, 6 apr) voratun longsword 'Blizzardtorrent' (52-74 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Rare] Master Weapon Damage 52.5 - 73.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +16 blight On-crit, radius 2 +20 cold On Hit: * 20% chance to reduce strength, dexterity, and constitution by 25 While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 defense ------ Resistance +9% blight Sharp, long, and deadly. |
Gloriakira the steel waraxe (12-18 power, 3 apr) Gloriakira the steel waraxe (12-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +17 blight On-crit, radius 2 +16 mind +16 blight On Hit: * 14% chance to reduce strength, dexterity, and constitution by 25 While equipped: Stats +4 Cun offense ------ Critical power +10.00% Ignore resists +10% mind When Hit 4 mind One-handed war axes. |
Jetresolve (44-61 power, 6 apr) Jetresolve (44-61 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Rare] Nature Weapon Damage 43.5 - 60.9 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +24 acid +20 nature While equipped: Stats +4 Str +3 Dex +2 Con offense ------ Ignore resists +17% acid +14% nature +25% darkness Ignore Armor +8 defense ------ Unlife -40.00 life One-handed war axes. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 55% Dex, 50% Mag, 45% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 65% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 134.01 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Spelldrinker (27-35 power, 8 apr) Spelldrinker (27-35 power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 35% Str, 70% Mag, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Star (10-13 power, 0 apr) Star (10-13 power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Weapon Damage 10.0 - 13.0 Light Uses 20% Dex, 50% Mag, 20% Str Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Light damage. While equipped: other ------- Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+1 eff.) Ranged Defense +8 (+2 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Elenigen (18 def, 14 armour) Elenigen (18 def, 14 armour)14.0 Encumbrance T3 heavy armor [Random Unique] Arcane/Master While equipped: Stats +2 Con offense ------ Damage +15% mind +6% physical Accuracy +10 (+3 eff.) defense ------ Armor +14 Defense +18 (+6 eff.) Fatigue +6% Resistance +6% arcane +19% cold Physical save +13 (+5 eff.) Spell save +19 (+9 eff.) Unlife -20.00 life A suit of armour made of mail. |
Borfast's Cage (10 def, 20 armour) Borfast's Cage (10 def, 20 armour)17.0 Encumbrance T3 massive armor [Unique] Master While equipped: Stats +5 Con defense ------ Armor +20 Defense +10 (+3 eff.) Fatigue +24% Resistance -15% acid +15% physical Crit Avoidance 20% Physical save +15 (+5 eff.) Life +50.00 Life Regen +2.00 Knockbk Resist +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
enlightening dwarven-steel plate armour of the deep (0 def, 13 armour) enlightening dwarven-steel plate armour of the deep (0 def, 13 armour)17.0 Encumbrance T3 massive armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun +5 Wil defense ------ Armor +13 Fatigue +22% Resistance +8% acid +7% cold Mind save +13 (+6 eff.) other ------- Breathe water A suit of armour made of metal plates. |
rough leather belt 'Kilnbraid' rough leather belt 'Kilnbraid'1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +3 Mag offense ------ Mindpower +3 (+2 eff.) Spellpower/crit +4 defense ------ Resistance +3% blight +3% fire Physical save +6 (+2 eff.) other ------- Max vim +30.00 A belt that goes around your waist. |
Xerosewe Xerosewe1.0 Encumbrance T3 belt armor [Random Unique] Arcane While equipped: Stats +3 Cun +10 Mag offense ------ Mind Crit +2% Damage +6% acid On-Hit (Melee): * 20% chance to reduce armor by 35% defense ------ Fatigue -6% other ------- Encumbrance +37 Mana/turn +0.48 Max mana +52.00 A belt that goes around your waist. |
Boltbait (2 def, 7 armour) Boltbait (2 def, 7 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Master/Psionic While equipped: Stats +3 Dex +4 Wil +7 Cun offense ------ Mind Crit +4% Damage +9% lightning +3% blight Ignore resists +15% blight +5% lightning Accuracy +6 (+2 eff.) Ignore Armor +8 When Hit 2 blight defense ------ Armor +7 Defense +2 (+0 eff.) Resistance +9% blight +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sparkmistress the elven-silk cloak (12 def, 0 armour) Sparkmistress the elven-silk cloak (12 def, 0 armour)2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Critical power +10.00% Damage +6% lightning Ignore resists +20% physical When Hit 4 mind defense ------ Defense +12 (+4 eff.) Resistance +12% lightning +4% physical Physical save +11 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
blood-soaked pair of hardened leather boots of rushing (0 def, 3 armour) blood-soaked pair of hardened leather boots of rushing (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +3 Str +2 Con offense ------ Physical Crit +5.0% Physical Power +3 (+1 eff.) Ignore Armor +5 defense ------ Armor +3 Rush: Puts all charms on 21 turn cooldown Effective talent level: 2.0 Power cost 21 out of 25/25. Range 7 Cooldown: 25 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. |
pair of hardened leather boots 'Glowknave' (0 def, 3 armour) pair of hardened leather boots 'Glowknave' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +11 Lck +6 Dex offense ------ Ignore resists +10% arcane When Hit 8 arcane 2 blight defense ------ Armor +3 Resistance +12% blight +3% light Stealth +9 other ------- Light +3 A pair of boots made of leather. |
undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour) undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +3 Silence Resist +32% Confus Resist +30% Stun Resist +22% other ------- Stamina/turn +0.50 Max stamina +20.00 A pair of boots made of leather. |
Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Damage +18% fire defense ------ Armor +5 Defense +3 (+1 eff.) Fatigue +6% Resistance +20% cold other ------- Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 50 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Blindbreeze the hardened leather gloves (0 def, 2 armour) Blindbreeze the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +7 Str offense ------ Physical Power +12 (+2 eff.) On-Hit 7 acid Damage +5% acid +3% light On-Hit (Melee): * 10% chance to slow global speed by 48% defense ------ Armor +2 Resistance +6% acid +6% fire +3% blight other ------- Light +2 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. |
Duskbutcher the iron gauntlets (0 def, 1 armour) Duskbutcher the iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +5 Str +3 Dex +7 Wil +4 Cun offense ------ Damage +12% darkness When Hit 6 fire defense ------ Armor +1 Fatigue +1% Physical save +6 (+2 eff.) other ------- Cooldown Double Strike -1 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. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+8 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 2.0 Power cost 15 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 12.32 mind and 13.42 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 13% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 12. Terrified: Deals 2.80 mind and 3.05 darkness damage per turn and increases cooldowns by 20%. Haunted: Causes the target to suffer 4.77 mind and 5.20 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Olumnir (0 def, 4 armour) Olumnir (0 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Con offense ------ Damage +3% acid defense ------ Armor +4 Fatigue +4% Resistance +17% lightning +25% temporal +15% acid Physical save +8 (+3 eff.) Mind save +10 (+5 eff.) Battle Cry: Puts all charms on 23 turn cooldown Effective talent level: 2.0 Power cost 23 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Rhylemnir (0 def, 4 armour) Rhylemnir (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +3 Str +1 Dex +11 Lck offense ------ Physical Crit +3.0% Spell Crit +3% Mind Crit +4% Damage +6% mind Ignore resists +10% mind defense ------ Armor +4 Fatigue +4% Mind save +9 (+4 eff.) other ------- Psi when Hit +0.16 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate 5 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. |
6 spinel 6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
4 ametrine 4 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. |
8 citrine 8 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. |
4 zircon 4 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. |
8 aquamarine 8 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. |
4 opal 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
10 amethyst 10 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. |
4 onyx 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald 7 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet 6 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. |
10 quartz 10 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
ruby 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Petrified Wood Petrified Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal Focus 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. |
89 alchemist agate 89 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. |
Skyviper the alchemist's lamp Skyviper the alchemist's lamp0.0 Encumbrance T3 lite [Rare] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +8% Spellpower +20 (+7 eff.) When Hit 6 arcane 4 lightning defense ------ Resistance +6% lightning other ------- Mana/turn +0.08 Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Heart of Poosh Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 81 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Snowravager (dig speed 30 turns) Snowravager (dig speed 30 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str offense ------ Damage +3% cold Ignore resists +5% cold On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Fatigue -5% Resistance +3% nature +3% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 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 Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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 (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 163 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. |
powerful yew totem of healing [power 230] (13 cooldown) powerful yew totem of healing [power 230] (13 cooldown)2.0 Encumbrance T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 13 turn cooldown 100% to increase all damage by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Porodhevea [power 295] (21 cooldown) Porodhevea [power 295] (21 cooldown)2.0 Encumbrance T4 totem charm [Random Unique] Nature While equipped: Stats +4 Wil offense ------ Mind Crit +1% defense ------ Mind save +3 (+1 eff.) other ------- Psi when Hit +0.16 Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 712 Base Damage: 307 Armor: 38 All Resist: 32 Puts all charms on 21 turn cooldown 100% to reduce fatigue by 39% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Bohemond the Cornac Reaver level 29
77th Dusk 123rd year of Ascendancy at 18:25 see stats
By Bohemond the Cornac Reaver level 34
76th Haze 123rd year of Ascendancy at 00:38 see stats
By Bohemond the Cornac Reaver level 28
63rd Dusk 123rd year of Ascendancy at 05:28 see stats
By Bohemond the Cornac Reaver level 25
19th Pyre 123rd year of Ascendancy at 00:51 see stats
By Bohemond the Cornac Reaver level 14
1st Regrowth 123rd year of Ascendancy at 04:48 see stats
By Bohemond the Cornac Reaver level 23
14th Pyre 123rd year of Ascendancy at 17:09 see stats
By Bohemond the Cornac Reaver level 26
58th Pyre 123rd year of Ascendancy at 15:57 see stats
By Bohemond the Cornac Reaver level 27
16th Dusk 123rd year of Ascendancy at 02:36 see stats
By Bohemond the Cornac Reaver level 19
55th Regrowth 123rd year of Ascendancy at 11:44 see stats
By Bohemond the Cornac Reaver level 28
35th Dusk 123rd year of Ascendancy at 22:56 see stats
By Bohemond the Cornac Reaver level 29
77th Dusk 123rd year of Ascendancy at 14:35 see stats
By Bohemond the Cornac Reaver level 10
20th Haze 122nd year of Ascendancy at 13:57 see stats
By Bohemond the Cornac Reaver level 20
56th Regrowth 123rd year of Ascendancy at 04:44 see stats
By Bohemond the Cornac Reaver level 30
27th Haze 123rd year of Ascendancy at 20:07 see stats
By Bohemond the Cornac Reaver level 26
29th Pyre 123rd year of Ascendancy at 10:26 see stats
By Bohemond the Cornac Reaver level 26
15th Dusk 123rd year of Ascendancy at 12:04 see stats
By Bohemond the Cornac Reaver level 8
4th Haze 122nd year of Ascendancy at 12:08 see stats
By Bohemond the Cornac Reaver level 29
77th Dusk 123rd year of Ascendancy at 18:25 see stats
By Bohemond the Cornac Reaver level 21
72nd Regrowth 123rd year of Ascendancy at 13:28 see stats
By Bohemond the Cornac Reaver level 5
57th Dusk 122nd year of Ascendancy at 00:20 see stats
By Bohemond the Cornac Reaver level 26
58th Pyre 123rd year of Ascendancy at 13:10 see stats
By Bohemond the Cornac Reaver level 1
76th Pyre 122nd year of Ascendancy at 21:50 see stats
By Bohemond the Cornac Reaver level 33
75th Haze 123rd year of Ascendancy at 21:11 see stats
Log
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Today is the 76th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:06.
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Today is the 77th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:45.
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Today is the 78th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:13.
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Today is the 79th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:28.
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Today is the 80th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:55.
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Today is the 1st Decay of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:10.
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Today is the 2nd Decay of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:36.