
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: 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:
No Patrols 1.7.2Warning: This addon breaks Orcs campaign. All World Map Patrols have been disabled. Based on Fuck Patrols Addon. Make it work for Orcs campaign. Also eliminate friendly patrols. Why not use Opt-in Adventurers Parties? Overloaded Files: 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:
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. Always Transmogrify 1.7.4Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Items Vault 1.7.6Donators/Buyers bonus! Display class 1.7.0Display class icon on top off enemies Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Faster ToME4 1.7.3Makes ToME4 run faster: 1. Add cache for particle & shader effects, thus reduce the delay of IO & parsing lua files, especially when there are many mobs around. It is compatible with 1.7.4. 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! Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. Automatic Talent Gambits (Improved) 1.5.10(Original addon by Alzrius) Allows customization of automatic talent usage in the style of FF XII gambits. Additional functionality: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Necromancer |
| Level / Exp | 32 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by overpowered greater multi-hued wyrm at level 32 on the 22nd Dearth 123rd year of Ascendancy at 10:39 / 2Killed by overpowered greater multi-hued wyrm at level 32 on the 22nd Dearth 123rd year of Ascendancy at 11:50 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 73 (base 60) |
| Magic | 80 (base 60) |
| Willpower | 11 (base 13) |
| Cunning | 21 (base 13) |
Resources
| Life | -492/586 |
| Mana | 232/402 |
| Soul | 10/12 |
| Healing Factor | 1.3907458214728 |
| Regeneration | 0.3476864553682 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -1000 |
| Infravision | 7 |
| See Stealth | 21.970039208598 |
| See Invisible | 21.970039208598 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 9 |
| Crit Chance | 4% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 73 |
| Crit Chance | 35% |
| Speed | 1 |
| Cooldown Reduction | 20 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +18% |
| Darkness | +63% |
| Cold | +35% |
| Blight | +44% |
| Acid | +29% |
| Mind | +15% |
| All | +9% |
Offense: Damage Penetration
| Cold | +35% |
| Lightning | +15% |
| Mind | +25% |
| Temporal | +35% |
| Blight | +45% |
| Arcane | +20% |
| Fire | +20% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 38 |
| Mental Save | 17 |
Defense: Resistances
| Acid | + 47%( 76%) |
| Blight | + 45%( 76%) |
| Mind | + 38%( 76%) |
| All | + 36%( 76%) |
| Darkness | + 66%( 76%) |
| Light | + 55%( 86%) |
| Temporal | + 40%( 76%) |
| Fire | + 53%( 76%) |
| Nature | + 40%( 76%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 344.43 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 142 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 546 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 33 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Death | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Master of bones | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.40 |
| 3/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 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 7 of Dreadfell. Escort: lost sun paladin (level 7 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 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed snow giant kidney. 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 sandworm tooth. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed pouch of faeros ash. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | Emonn the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +3 Mag +4 Wil +2 Cun +2 Con offense ------ When Hit 10 acid defense ------ Armor +3 Crit Resistance 10.00% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Spell cooldown 10% A pair of boots made of leather. |
| Light source | Dúathedlen Heart1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats +5 Mag offense ------ Physical Power +7 (+3 eff.) On-Hit 20 darkness defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness level 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
| On head | Fanged Collar Fanged Collar0.0 Encumbrance T4 head armor [Unique] It's a head... but is it yours? |
| Tool | Galerazor the dwarven-steel pickaxe (dig speed 24 turns)3.0 Encumbrance T3 digger tool [Rare] Arcane While equipped: Stats +2 Str offense ------ Spell Crit +4% Spellpower +30 (+7 eff.) Damage +9% lightning +9% blight Ignore resists +25% blight +10% arcane When Hit 4 temporal other ------- Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+3 eff.) Fatigue -7% Mind save +13 (+8 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 43 out of 50/50. Range 7 Cooldown: 4 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 155% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | Dourcrypt of the Blightspawn0.1 Encumbrance T3 ring jewelry [Random Unique] Master While equipped: Stats +4 Str +4 Dex -10 Cun +10 Con offense ------ On-Hit 6 molten rock On-Ranged-Hit 7 shadowflame When Hit 10 light 10 fire defense ------ Armor +8 Resistance +3% acid +15% fire +6% temporal Spell save +10 (+4 eff.) Rings make your fingers look great! |
| Around waist | Borabar the Quenchwitch1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: offense ------ Damage +6% blight +6% cold Ignore resists +10% blight +10% fire +25% cold defense ------ Fatigue -6% Resistance +12% fire other ------- Encumbrance +33 A belt that goes around your waist. |
| In main hand | Staff of Bones (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 20.0 - 24.0 Darkness Uses 150% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +20 (+5 eff.) Damage +20% acid +20% cold +20% darkness +20% blight other ------- Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). This staff offers 20% bonus to darkness, blight, acid, cold damage. (included above) A staff made out of the bones of fallen foes. Disgustingly powerful. |
| On hands | Emeludavena the Dimknight (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Rare] Arcane While equipped: offense ------ Critical power +10.00% Spellpower +15 (+3 eff.) On-Hit 17 darkness Damage +8% darkness Ignore resists +25% temporal When Hit 10 darkness defense ------ Armor +3 Resistance +8% darkness other ------- Mana/turn +0.28 Mana-on-crit +2.00 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. |
| Main armor | Betibrevena the Tempesthue (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Random Unique] Arcane While equipped: offense ------ Spellpower +12 (+3 eff.) Damage +6% mind +16% darkness +9% all Ignore resists +5% lightning +15% mind +10% all defense ------ Resistance +3% mind +24% darkness +13% all Max Resistance +6% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Polasetha the Wretchpassion (11 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Spell Crit +8% Spellpower +15 (+3 eff.) Spellpower/crit +4 defense ------ Defense +11 (+5 eff.) Resistance +6% nature Physical save +10 (+4 eff.) other ------- Max mana +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+6 eff.) Spell save +15 (+5 eff.) Mind save -7 (-7 eff.) Life +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
healing infusion (heal 49; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 49 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion (heal 57; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 57 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion (heal 77; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 77 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 95; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 95 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion (speed 439%; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 439% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; magical; dur 2; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; physical; dur 4; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune (damage 182; dur 4; cd 23)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 182.25 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 6; phase 12; cd 19)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 6 Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 7; phase 26; cd 13)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 11 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 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 72; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 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 72 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 215; dur 7; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 215 damage for 7 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 28; blocks 6; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 28 up to 6 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 51 power out of 60/60 The evilness of undeath radiates from this amulet. |
Quenchire the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Damage +9% fire +6% cold +3% temporal Ignore resists +10% temporal +10% cold defense ------ Resistance +6% nature +6% physical Life +14.00 Life Regen +3.00 Amulets make your neck look great! |
gold amulet of mastery (0.16 Spell / Spectre)0.1 Encumbrance T3 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.16 Spell/Spectre Amulets make your neck look great! |
grounding gold amulet of mastery (0.17 Cunning / Survival)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +12% lightning Stun Resist +30% other ------- Masteries +0.17 Cunning/Survival Amulets make your neck look great! |
insulating gold amulet of mastery (0.19 Spell / Master of flesh)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +15% fire +14% cold other ------- Masteries +0.19 Spell/Master of flesh Amulets make your neck look great! |
steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
warmaker's gold amulet of willpower (+6)0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +5 Dex +9 Wil Amulets make your neck look great! |
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 3 tidal wave that expands slowly over 7 turns, dealing 10.51 cold and 8.48 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
Voruyamira0.1 Encumbrance T3 ring jewelry [Rare] While equipped: offense ------ Critical power +5.00% Ignore resists +20% physical Ignore Armor +2 On-Hit (Melee): * 6% chance to reduce strength, dexterity, and constitution by 32 On-Hit (Ranged): * 8% chance to cause random gloom defense ------ Resistance +6% temporal +2% physical Physical save +5 (+2 eff.) Disarm Resist +10% Rings make your fingers look great! |
gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
mule's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life Regen +3.00 Stun Resist +20% other ------- Encumbrance +27 Rings make your fingers look great! |
obscure stralite ring0.1 Encumbrance T4 ring jewelry [Ego+] While equipped: offense ------ On-Hit 8 molten rock On-Hit (Ranged): * 9% chance to reduce all saves and defense by 11 defense ------ Spell save +8 (+3 eff.) Rings make your fingers look great! |
obscure stralite ring of anchoring0.1 Encumbrance T4 ring jewelry [Ego+] Psionic While equipped: offense ------ On-Hit 9 ice On-Hit (Ranged): * 9% chance to reduce strength, dexterity, and constitution by 32 defense ------ Resistance +5% temporal Physical save +7 (+3 eff.) Teleport Resist +32% Rings make your fingers look great! |
sinister stralite ring of tenacity0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats +3 Cun +1 Dex offense ------ On-Hit 12 poison On-Ranged-Hit 13 poison defense ------ Life +22.00 Disarm Resist +31% Pinning Resist +20% Knockbk Resist +28% Rings make your fingers look great! |
arcing stralite battleaxe of sundering (42-63 power, 13 apr)3.0 Encumbrance T4 battleaxe 2H weapon Reqs Str 35 [Ego+] Arcane/Master Weapon Damage 42.5 - 63.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +13 Critical Rate +7.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 118 damage On Critical: * Sunders the enemy's armor for 5 turns. Massive two-handed battleaxes. |
stormbringer's stralite battleaxe of banishment (43-65 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon Reqs Str 35 [Ego++] Arcane/Nature Weapon Damage 43.5 - 65.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% Damage Against +13% Horror +14% Demon On-crit, radius 2 +19 lightning +45 cold On Critical: * Strike your target with a blast of Arcane energy dealing 91 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. While equipped: offense ------ Critical power +23.00% Move Speed +33% Ignore resists +14% lightning +13% cold Massive two-handed battleaxes. |
voratun battleaxe of crippling (57-86 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Master Weapon Damage 57.5 - 86.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +12.0% Massive two-handed battleaxes. |
Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 15% 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: 4.2 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 285.02 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. |
Lisiwyn the stralite greatmaul (52-78 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon Reqs Str 35 [Rare] Master Weapon Damage 52.0 - 78.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +12 temporal On-crit, radius 2 +20 arcane +20 temporal On Hit: * 25% chance to afflict the target with Bleed, causing 75 Physical damage over 5 turns. While equipped: offense ------ Spell Crit +5% Physical Power +13 (+6 eff.) Damage +9% arcane +23% physical When Hit 6 arcane Massive two-handed mauls. |
Unstoppable Mauler (48-72 power, 15 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 40 [Unique] Master Weapon Damage 48.0 - 72.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +3.0% Attack Speed 100% On Hit: 15% Sunder Armour level 3 While equipped: offense ------ Accuracy +20 (+15 eff.) defense ------ Pinning Resist +100% Knockbk Resist +100% Fearless Cleave: Effective talent level: 3.0 Power cost 16 out of 18/18. Range melee/personal Cooldown: 0 Travel.spd instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 130% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
dwarven-steel greatmaul of the mystic (41-61 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 41.0 - 61.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +6 Mag +6 Wil offense ------ Spellpower +12 (+3 eff.) Massive two-handed mauls. |
elemental stralite greatmaul of shearing (55-83 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon Reqs Str 35 [Ego++] Arcane/Master Weapon Damage 55.5 - 83.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On Hit: * Create an explosion dealing 118 cold damage (1/turn) While equipped: offense ------ Damage +16% cold Ignore resists +12% cold +17% all Accuracy +17 (+13 eff.) Ignore Armor +12 Massive two-handed mauls. |
stralite greatmaul (54-81 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon Reqs Str 35 [Normal] Weapon Damage 54.5 - 81.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% Massive two-handed mauls. |
sun-touched elven-wood longbow of true flight4.0 Encumbrance T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego+] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +14 light While equipped: offense ------ Physical Crit +14.0% Accuracy +20 (+15 eff.) Longbows are used to shoot arrows at your foes. |
yew longbow4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Normal] Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 Longbows are used to shoot arrows at your foes. |
Oathblade (21-29 power, 0 apr) Oathblade (21-29 power, 0 apr)3.0 Encumbrance T2 longsword 1H weapon [Unique] Nature/Master Weapon Damage 21.0 - 29.4 Physical Uses 30% Dex, 20% Mag, 70% Str Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +5.0% Attack Speed 100% Block +20 Damage Conversion 20% light While equipped: offense ------ Critical power +10.00% Damage +12% physical defense ------ Resistance +6% light +3% nature other ------- Stamina when Hit +1.10 Talents +1 Lightbound Oath +1 Block This weapon counts as a shield for the purposes of talents and blocking. Lightbound Oath: Passive - Allows you to dual-wield any two one handed weapons. Additionaly, gain a 15% chance to parry attacks, reducing damage taken by up to 25% and deal 260% of the deflected amount back as Light damage in retaliation. These effects scale off of your Dexterity and Magic respectively. Your Parry chance is halved if you are not dual-wielding. One of the weapons once wielded by a mysterious group of crusading warriors from beyond the horizon. Vows to an unknown entity of the Light are etched into the blade. |
thought-forged stralite longsword (33-46 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Ego] Psionic Weapon Damage 33.5 - 46.9 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +13 mind On Hit: * 18% chance to reduce all saves and defense by 11 While equipped: Stats +4 Cun +4 Wil Sharp, long, and deadly. |
truestriking stralite longsword of ruin (32-45 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Ego++] Master Weapon Damage 32.5 - 45.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Critical power +20.00% Ignore resists +9% physical Accuracy +9 (+9 eff.) Ignore Armor +18 Sharp, long, and deadly. |
blooming thorny mindstar of life (10-11 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Weapon Damage 10.0 - 11.0 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 (+5 eff.) defense ------ Life +27.00 Life Regen +0.80 Healmod +16% Heal-on-summon +12 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. |
pulsing mindstar of clarity (13-14 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature/Psionic Weapon Damage 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+6 eff.) defense ------ Mind save +2 (+2 eff.) other ------- Max psi +23.00 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. |
Duathelmoon of the Blightspawn (25-30 power, 5 apr, cold element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Mag -5 Wil +9 Cun offense ------ Spell Crit +22% Critical power +24.00% Spellpower +21 (+5 eff.) Damage +6% acid +21% fire +25% cold Ignore resists +15% fire other ------- Max mana +61.00 Talents +1 Command Staff This staff offers 25% bonus to cold damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Eclipsehunter the elven-wood starstaff (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon [Rare] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Wil +4 Cun +5 Con offense ------ Spell Crit +4% Spellpower +12 (+3 eff.) Damage +25% darkness Ignore resists +20% darkness +15% temporal defense ------ Resistance +9% temporal Anomaly Control +15 other ------- Mana/turn +0.23 Max mana +70.00 Talents +1 Command Staff This staff offers 25% bonus to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff (25-30 power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon [Normal] Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+3 eff.) Damage +25% lightning other ------- Talents +1 Command Staff This staff offers 25% bonus to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon [Normal] Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+3 eff.) Damage +25% darkness other ------- Talents +1 Command Staff This staff offers 25% bonus to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew magestaff of wizardry (20-24 power, 4 apr, arcane element)5.0 Encumbrance T3 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Mag +3 Wil offense ------ Physical Crit +7.0% Spell Crit +6% Physical Power +11 (+5 eff.) Spellpower +20 (+5 eff.) Damage +20% arcane Accuracy +7 (+7 eff.) other ------- Max mana +15.00 Talents +1 Command Staff This staff offers 20% bonus to arcane damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
balanced stralite waraxe (31-44 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Ego] Master Weapon Damage 31.5 - 44.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: offense ------ Accuracy +13 (+11 eff.) defense ------ Defense +10 (+5 eff.) Disarm Resist +34% One-handed war axes. |
manaburning stralite waraxe (30-42 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Ego] Disrupt Weapon Damage 30.0 - 42.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Hit: * 16 arcane resource burn One-handed war axes. |
stralite waraxe (31-43 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Normal] Weapon Damage 31.0 - 43.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% One-handed war axes. |
hardened leather belt of dampening1.0 Encumbrance T3 belt armor [Ego+] Nature While equipped: defense ------ Resistance +6% acid +7% fire +7% lightning +7% cold A belt that goes around your waist. |
rough leather belt 'Salawe'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +4 Str offense ------ Spellpower +3 (+0 eff.) Ignore Armor +2 defense ------ Armor +2 Resistance +6% acid Physical save +6 (+3 eff.) Mind save +3 (+3 eff.) other ------- Max psi +10.00 A belt that goes around your waist. |
Isluleta the Cracklewing (11 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Ignore resists +5% lightning defense ------ Defense +11 (+5 eff.) Slow Projectiles +15% other ------- Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layurelle the Hellraptor (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +5 Dex +3 Con offense ------ Physical Crit +4.0% Critical power +5.00% Move Speed +18% When Hit 6 fire defense ------ Defense +2 (+1 eff.) Fatigue -7% Unlife -80.00 life Life Regen +5.00 other ------- Max stamina +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of vigor (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature/Master While equipped: Stats +2 Dex +3 Con offense ------ Move Speed +11% defense ------ Defense +2 (+1 eff.) Fatigue -6% Life +42.00 Life Regen +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firewalker (15 def, 2 armour)2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+3 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+7 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Robe of the Archmage (10 def, 10 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+3 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+5 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+7 eff.) Mind save +15 (+9 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+5 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+4 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 1.0 Power cost 43 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
psion's cashmere robe of nature (+28%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +7 (+5 eff.) Damage +11% mind +19% nature Ignore resists +9% mind defense ------ Resistance +28% nature +11% all other ------- Psi/turn +0.48 Max psi +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Normal] While equipped: defense ------ Resistance +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Normal] While equipped: defense ------ Resistance +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil offense ------ Spellpower +12 (+3 eff.) Spellpower/crit +3 defense ------ Resistance +13% all Silence Resist +36% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of alchemy (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +9% acid +13% physical +13% fire +10% cold defense ------ Resistance +15% acid +12% physical +11% fire +13% cold +13% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven silk robe of nature (+21%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego] Arcane/Nature While equipped: offense ------ Spell Crit +4% Spellpower +5 (+1 eff.) Damage +14% nature defense ------ Resistance +21% nature +13% all Spell save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of frost (+19%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Nature While equipped: Stats +2 Con offense ------ Damage +15% nature +13% cold defense ------ Resistance +13% all +19% cold Poison Resist +33% Disease Resist +35% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gorecast (5 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Move Speed +12% Damage +12% light Ignore resists +20% nature When Hit 4 nature 4 light defense ------ Armor +1 Defense +5 (+2 eff.) Resistance +9% blight Disengage: Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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. A pair of boots made of leather. |
Mayelaith the Darkwind (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +8 Dex +4 Wil offense ------ Physical Crit +3.0% Physical Power +4 (+2 eff.) Damage +6% light +6% darkness Ignore resists +9% physical defense ------ Armor +3 Resistance +6% darkness other ------- Light +3 A pair of boots made of leather. |
insulating pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +4 Fatigue +3% Resistance +8% fire +7% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of dwarven-steel boots (0 def, 7 armour)3.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +7 Fatigue +3% other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of hardened leather boots of tirelessness (0 def, 7 armour)2.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +7 other ------- Stamina/turn +0.60 Max stamina +13.00 Infravision +2 A pair of boots made of leather. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Normal] While equipped: defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Normal] While equipped: defense ------ Armor +3 A pair of boots made of leather. |
scholar's pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Str +3 Con offense ------ Spellpower +6 (+1 eff.) defense ------ Armor +4 Fatigue +3% Rush: Puts all charms on 22 turn cooldown Effective talent level: 3.0 Power cost 22 out of 25/25. Range 8 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +3 Fatigue +2% Silence Resist +23% Confus Resist +21% Stun Resist +22% other ------- Stamina/turn +0.40 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cloudward the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Damage +5% arcane Ignore resists +25% physical Ignore Armor +1 When Hit 6 physical defense ------ Armor +2 Resistance +9% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
aetheric voratun gauntlets of butchering (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Disrupt/Psionic While equipped: offense ------ Physical Power +6 (+3 eff.) On-Hit 6 arcane 4 lightning Damage +5% arcane +4% lightning Accuracy +9 (+9 eff.) Ignore Armor +9 defense ------ Armor +3 Fatigue +5% Resistance +12% blight Spell save +15 (+5 eff.) Mind save +6 (+4 eff.) 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. |
drakeskin leather gloves (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Normal] While equipped: defense ------ Armor +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. |
naturalist's drakeskin leather gloves of dexterity (+4) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex offense ------ On-Hit 7 nature Damage +6% nature Accuracy +12 (+11 eff.) defense ------ Armor +3 Resistance +6% nature 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. |
voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% 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. |
voratun gauntlets of the iron hand (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +3 Str +3 Wil +3 Con defense ------ Armor +3 Fatigue +5% Disarm Resist +28% other ------- Masteries +0.20 Technique/Grappling 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. |
Eye of the Forest (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+4 eff.) Mind save +12 (+7 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Helm of the Dominated (0 def, 9 armour)3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag offense ------ Physical Power +10 (+5 eff.) Spellpower +10 (+2 eff.) defense ------ Armor +9 Fatigue +4% Silence Resist +30% other ------- Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Infused Cerebrum (8 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun offense ------ Spellpower +12 (+3 eff.) Mindpower +12 (+8 eff.) defense ------ Defense +8 (+4 eff.) Fear Resist -60% Assault the mind of a foe to utterly dominate it. Uses 85 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
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 (+10 eff.) defense ------ Defense +8 (+4 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 2.0 Power cost 16 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 7.47 mind and 10.59 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 8% 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 7. Terrified: Deals 1.15 mind and 1.63 darkness damage per turn and increases cooldowns by 14%. Haunted: Causes the target to suffer 2.90 mind and 4.12 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. |
Un'fezan's Cap (1 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil offense ------ Spellpower +8 (+2 eff.) Mindpower +8 (+6 eff.) defense ------ Defense +1 (+0 eff.) Resistance +10% temporal +10% physical Anomaly Control +5 other ------- Masteries +0.20 Chronomancy/Timetravel Wormhole: Effective talent level: 1.0 Power cost 13 out of 15/15. Range 10 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
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... |
Scale Mail of Kroltar (10 def, 18 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 38 [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +18 Defense +10 (+5 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 3.0 Power cost 43 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 15.57 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
sanctified stralite mail armour of fire resistance (4 def, 8 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego] Disrupt/Master While equipped: defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +10% acid +39% fire Resist Against +9% Demon A suit of armour made of mail. |
battle-worn reinforced leather armour (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego+] Master While equipped: Stats +6 Str +6 Dex defense ------ Armor +7 Defense +12 (+6 eff.) Fatigue +8% Physical save +15 (+6 eff.) A suit of armour made of leather. |
defiant reinforced leather armour of spell shielding (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego+] Arcane/Psionic While equipped: Stats +5 Wil +5 Con defense ------ Armor +7 Defense +12 (+6 eff.) Fatigue +8% Resistance +8% arcane Spell save +15 (+5 eff.) Mind save +16 (+9 eff.) A suit of armour made of leather. |
rejuvenating stralite plate armour of Eyal (0 def, 13 armour)17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 48 [Ego+] Nature While equipped: defense ------ Armor +13 Fatigue +22% Life +68.00 Life Regen +7.00 Healmod +11% other ------- Stamina/turn +2.00 A suit of armour made of metal plates. |
stralite plate armour (0 def, 13 armour)17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 48 [Normal] While equipped: defense ------ Armor +13 Fatigue +22% A suit of armour made of metal plates. |
Titanic (20 def, 18 armour, 320 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 37 [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+10 eff.) Ranged Defense +10 (+5 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
crystalline stralite shield of the determined (0 def, 8 armour, 162.5 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Ego++] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * Deals 177 mind and cold damage to each enemy blocked * 20% chance to use Mental Recentering and lower the cooldown of up to 3 wild gift, psionic, or cursed talent(s). This effect has a 20 turn cooldown. defense ------ Armor +8 Fatigue +8% Resistance +9% mind +5% cold other ------- Talents +1 Block Cooldown Block -1 Handheld deflection devices. |
dwarven-steel shield (0 def, 6 armour, 72.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
malefic stralite shield (0 def, 8 armour, 142.5 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * Deals 177 light and acid damage to each enemy blocked defense ------ Armor +8 Fatigue +8% Resistance +6% light +9% acid other ------- Talents +1 Block Handheld deflection devices. |
stralite shield (0 def, 8 armour, 140.5 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +8 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
286 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. |
3 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. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
4 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. |
9 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+4 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+5 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+5 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
4 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+10 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(52 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Blood-Runed Athame1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
9 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. |
4 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. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 566.80 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
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. |
Star Shot (20/20, 32-38 power, 15 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 28 [Unique] Arcane Weapon Damage 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
maelstrom pouch of stralite shots of accuracy (18/18, 42-51 power, 5 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego+] Arcane/Master Weapon Damage 42.5 - 51.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +13 Ignore Armor +5 Critical Rate +5.5% Capacity 18 On Hit: * Create an explosion dealing 143 damage, split between arcane, fire, and lightning. Shots are used with slings to pummel your foes to death. |
pouch of stralite shots of paradox (20/20, 43-51 power, 5 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego] Arcane Weapon Damage 43.0 - 51.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 20 On-ranged-hit +10 temporal On Hit: * 9% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
dwarven-steel torque of mindblast 'Isleth' [power 275] (13 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +4 Mag +3 Wil offense ------ Spell Crit +5% Critical power +20.00% When Hit 4 acid defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.08 Blast the opponent's mind dealing 316 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
9 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. |
Bokudar the Freezevein [power 155] (13 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +6% cold Ignore resists +15% cold defense ------ Resistance +3% cold other ------- Infravision +2 Fire a magical bolt dealing 209 cold damage Puts all charms on 13 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage penetration by 12% for 2 turns. 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 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. |
3 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. |
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. |
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
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Correct the Drem Necromancer level 28
7th Dearth 122nd year of Ascendancy at 19:04 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Correct the Drem Necromancer level 24
30th Wealth 122nd year of Ascendancy at 07:08 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Correct the Drem Necromancer level 31
17th Dearth 123rd year of Ascendancy at 05:00 see stats
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Correct the Drem Necromancer level 32
22nd Dearth 123rd year of Ascendancy at 10:38 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Correct the Drem Necromancer level 30
15th Dearth 123rd year of Ascendancy at 21:48 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Correct the Drem Necromancer level 29
43rd Profit 123rd year of Ascendancy at 04:58 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Correct the Drem Necromancer level 20
23rd Wealth 122nd year of Ascendancy at 22:04 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Correct the Drem Necromancer level 10
26th Voratun 122nd year of Ascendancy at 15:17 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Correct the Drem Necromancer level 20
23rd Wealth 122nd year of Ascendancy at 01:43 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Correct the Drem Necromancer level 30
43rd Profit 123rd year of Ascendancy at 04:58 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Correct the Drem Necromancer level 28
41st Dearth 122nd year of Ascendancy at 00:35 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Correct the Drem Necromancer level 26
3rd Dearth 122nd year of Ascendancy at 18:55 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Correct the Drem Necromancer level 30
43rd Profit 123rd year of Ascendancy at 11:07 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Correct the Drem Necromancer level 1
16th Voratun 122nd year of Ascendancy at 13:02 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Correct the Drem Necromancer level 6
19th Voratun 122nd year of Ascendancy at 10:44 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Correct the Drem Necromancer level 26
2nd Dearth 122nd year of Ascendancy at 05:04 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Correct the Drem Necromancer level 13
2nd Profit 122nd year of Ascendancy at 08:39 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Correct the Drem Necromancer level 23
29th Wealth 122nd year of Ascendancy at 11:52 see stats
Log
Correct's shakes the fear off.
Talent Vitality is ready to use.
Overpowered greater multi-hued wyrm returns to normal.
Correct is no longer surging arcane power.
Correct uses Relentless Pursuit.
Correct rearms.
Correct's morale has been lowered.
Overpowered greater multi-hued wyrm breathes ice!
Overpowered greater multi-hued wyrm resists the freeze!
Correct shrugs off the effect 'Frozen'!
Overpowered greater multi-hued wyrm hits Overpowered greater multi-hued wyrm for 130 cold damage.
Overpowered greater multi-hued wyrm hits Correct for 413 cold damage.
Talent Rune: Shatter Afflictions is ready to use.
Overpowered greater multi-hued wyrm uses Silence.
Correct unleashes a blast of frostdusk as he crosses the veil!
Correct is silenced and cannot use Invoke Darkness.
Correct hits Overpowered greater multi-hued wyrm for 74 cold, 195 darkness (270 total damage).
Overpowered greater multi-hued wyrm uses Silence.
Correct shrugs off the effect 'Silenced'!
Overpowered greater multi-hued wyrm breathes lightning!
Correct is stunned!
Overpowered greater multi-hued wyrm resists the stun!
Overpowered greater multi-hued wyrm hits Overpowered greater multi-hued wyrm for 131 lightning damage.
Overpowered greater multi-hued wyrm hits Correct for 326 lightning damage.
Correct the level 32 drem necromancer was zapped to death by an overpowered greater multi-hued wyrm on level 2 of Vor Armoury.























































































































































