











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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. 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. 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 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 25 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by Xetta the assassin at level 25 on the 42nd Dearth 122nd year of Ascendancy at 19:42 / 1 |
Primary Stats
| Strength | 45 (base 22) |
| Dexterity | 22 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 70 (base 55) |
| Willpower | 49 (base 40) |
| Cunning | 16 (base 10) |
Resources
| Life | -131/828 |
| Mana | 374/439 |
| Equilibrium | 37 |
| Healing Factor | 1.1024166372473 |
| Regeneration | 0.27560415931182 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 5 |
| See Stealth | 28.815289237657 |
| See Invisible | 28.815289237657 |
Offense: Mainhand
| Damage | 95 |
| Accuracy | 31 |
| Crit Chance | 6% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 41 |
| Accuracy | 31 |
| Crit Chance | 5% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Light | +15% |
| Nature | +24% |
| Physical | +14% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 75 (80%) |
| Defense | 40 |
| Ranged Defense | 44 |
| Fatigue | 15 |
| Physical Save | 41 |
| Spell Save | 39 |
| Mental Save | 25 |
Defense: Resistances
| Darkness | + 19%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 42%( 70%) |
| Physical | + 36%( 70%) |
| Cold | + 31%( 70%) |
| All | + 17%( 70%) |
Defense: Immunities
| Confusion Resistance | 22% |
| Knockback Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (4/4)
| 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 313 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 617% 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. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Eldritch stone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Magic by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed green worm. * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' 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 red crystal shard. * You've found the needed xorn fragment. * '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.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You 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 | pair of iron boots of speed (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Ragiroddahell1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Mindpower +20 (+7 eff.) Ignore resists +10% mind defense ------ Blind Resist +22% Confus Resist +22% other ------- EQ when Hit +0.20 Max hate +10.00 Light +9 See Stealth +10 See Invisibility +10 Track: Puts all charms on 34 turn cooldown Effective talent level: 5.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | drakeskin leather cap 'Lisuriarin' (0 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +14 Str +14 Dex offense ------ Physical Power +15 (+5 eff.) Damage +9% physical Ignore resists +10% physical defense ------ Armor +5 Fatigue +5% Unlife -60.00 life Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 234.2 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On hands | Lustrebreeze the hardened leather gloves (0 def, 9 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 physical Damage +15% light +5% physical On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +9 Resistance +3% darkness +12% fire other ------- Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | evasive steel torque of psionic shield [power 43] (15/22 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 22 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
| On fingers | pixie's steel ring of misery0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Cun +2 Mag offense ------ Spellpower +6 (+2 eff.) On-Hit 11 physical On-Ranged-Hit 5 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 27 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 27 other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| Around neck | Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 48.0 - 57.6 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+7 eff.) Ranged Defense +10 (+3 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | windwalling dwarven-steel shield of physical resistance (+23%) (0 def, 6 armour, 30-37 power, 75 block)7.0 Encumbrance T3 shield armor [Ego+] Master/Psionic When used to Attack: Weapon Damage 30.5 - 36.6 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +75 On-hit +13 physical While equipped: Stats +2 Wil defense ------ Armor +6 Fatigue +8% Resistance +23% physical Windwall +48 Slow Projectiles +15% other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Swamptreason the elven-silk cloak (9 def, 9 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Master While equipped: Stats +2 Str +4 Con offense ------ Damage +9% nature On-Hit (Melee): * 20% chance to slow global speed by 54% * 20% chance to reduce armor by 33% defense ------ Armor +9 Defense +9 (+3 eff.) Resistance +17% cold Physical save +23 (+8 eff.) Life +78.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+4 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
healing infusion of the psychic (heal 138; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. 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 78; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 78 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. |
healing infusion of the warrior (heal 130; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. 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 wizard (heal 189; 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 189 then cleanse 1 wound, poison, and disease effect. 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 psychic (heal 244; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 244 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 31%; physical; dur 2; 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 cure yourself of one random physical effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 3; phase 10; cd 13)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 3 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 683% over 10 turns; mana 34; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 683% for 10 turns (0 total) and instantly restoring 34 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 85; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 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 85 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. |
shatter afflictions rune of the warrior (absorb 65; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 65 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 197; dur 3; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 197 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 262; dur 3; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 262 damage for 3 turns. 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. |
clarifying copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +11% mind Confus Resist +22% Amulets make your neck look great! |
clarifying steel amulet of constitution (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +15% mind Confus Resist +20% Amulets make your neck look great! |
copper amulet of magic (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
stabilizing copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +12% temporal Pinning Resist +24% Knockbk Resist +22% Amulets make your neck look great! |
starlit copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +11% light +12% darkness Blind Resist +21% Amulets make your neck look great! |
warrior's steel amulet of constitution (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +5% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
Faludunalar0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Con offense ------ Damage +6% acid defense ------ Defense +10 (+4 eff.) Physical save +12 (+4 eff.) Spell save +11 (+4 eff.) Cut Resist +20% Silence Resist +20% Confus Resist +20% other ------- Max stamina +14.00 Rings make your fingers look great! |
Liseth the Blazejeer0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +9% temporal +11% fire Ignore resists +5% fire +10% temporal defense ------ Resistance +22% fire Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Rings make your fingers look great! |
Rootqueen the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +9% nature +9% darkness defense ------ Fatigue -4% Resistance +6% lightning +6% darkness other ------- Encumbrance +22 Rings make your fingers look great! |
Skyrage the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil offense ------ Ignore resists +10% lightning When Hit 2 acid 10 cold defense ------ Resistance +6% cold Mind save +6 (+3 eff.) Rings make your fingers look great! |
copper ring of luminosity0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 12 light On-Ranged-Hit 10 light Damage +11% light Rings make your fingers look great! |
copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +22.00 Disarm Resist +21% Pinning Resist +22% Knockbk Resist +23% Rings make your fingers look great! |
mule's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% other ------- Encumbrance +20 Rings make your fingers look great! |
pixie's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Cun +2 Mag offense ------ Spellpower +7 (+2 eff.) defense ------ Life +26.00 Disarm Resist +24% Pinning Resist +23% Knockbk Resist +23% Rings make your fingers look great! |
psionicist's copper ring of light (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Damage +10% light defense ------ Resistance +20% light Mind save +6 (+3 eff.) Rings make your fingers look great! |
rogue's copper ring of aether (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun offense ------ Damage +11% arcane defense ------ Defense +6 (+2 eff.) Resistance +11% arcane Rings make your fingers look great! |
rogue's copper ring of time (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun offense ------ Damage +10% temporal defense ------ Defense +4 (+2 eff.) Resistance +10% temporal Rings make your fingers look great! |
savior's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+4 eff.) Ignore Armor +9 defense ------ Defense +9 (+3 eff.) Physical save +6 (+2 eff.) Spell save +8 (+3 eff.) Mind save +6 (+3 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 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 110% 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! |
sneakthief's steel ring of darkness (+24%)0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Cun +6 Dex offense ------ Damage +12% darkness Accuracy +7 (+3 eff.) defense ------ Resistance +24% darkness Rings make your fingers look great! |
titan's steel ring of frost (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con offense ------ Damage +10% cold defense ------ Resistance +20% cold Physical save +8 (+3 eff.) Rings make your fingers look great! |
treant's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Accuracy +9 (+4 eff.) Ignore Armor +7 defense ------ Defense +8 (+3 eff.) Resistance +7% nature +5% blight Poison Resist +10% Disease Resist +12% 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 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 110% 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 copper ring0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+2 eff.) Rings make your fingers look great! |
dwarven-steel battleaxe of erosion (32-47 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego] Nature Weapon Damage 31.5 - 47.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +16 nature Massive two-handed battleaxes. |
iron mace 'Blazeweeper' (12-17 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Mind Crit +3% Critical power +26.00% Spellpower/crit +8 Ignore resists +5% fire Ignore Armor +5 other ------- Psi when Hit +0.12 Max psi +20.00 Blunt and deadly. |
steel mace (14-20 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Normal] Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Blunt and deadly. |
truestriking steel waraxe of daylight (11-15 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 light Damage Against +7% Undead While equipped: offense ------ Ignore resists +7% physical Accuracy +7 (+3 eff.) Ignore Armor +6 One-handed war axes. |
Galohor the Spiderglean1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +7 Cun offense ------ Physical Power +4 (+1 eff.) Ignore resists +15% mind When Hit 10 nature On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Spell save +6 (+2 eff.) other ------- Max hate +4.00 Size +1 A belt that goes around your waist. |
noble's rough leather belt1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +17% Summoned defense ------ Resist Against +16% Summoned A belt that goes around your waist. |
rough leather belt 'Alihad'1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +3 Str +3 Dex +2 Cun offense ------ Mindpower +3 (+1 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 27 defense ------ Physical save +6 (+2 eff.) other ------- Light +3 A belt that goes around your waist. |
rough leather belt of burglary1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +6 Lck defense ------ Stealth +6 other ------- Disarm Traps +8 Infravision +4 A belt that goes around your waist. |
Issogorn the Fogspawner (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Dex +4 Cun +3 Con offense ------ Damage +6% darkness Ignore resists +16% darkness defense ------ Defense +1 (+1 eff.) Resistance +12% darkness Stealth +7 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. |
Samogen (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Mag +3 Con defense ------ Defense +2 (+1 eff.) Resistance +21% lightning +6% cold +3% nature 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. |
cashmere cloak 'Xuldama' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: defense ------ Defense +2 (+1 eff.) Resistance +6% lightning +9% darkness +12% blight +13% nature +9% light Life +60.00 Life Regen +3.00 Healmod +12% other ------- Stamina/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galeusher the pair of dwarven-steel boots (7 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Mag offense ------ Mindpower +30 (+10 eff.) Damage +15% mind When Hit 4 lightning defense ------ Armor +4 Defense +7 (+3 eff.) Fatigue +3% Evasion: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Strikebraze (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +4 (+1 eff.) defense ------ Armor +3 Fatigue +2% Resistance +9% lightning +9% blight Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +4 Cun +1 Con defense ------ Armor +4 Fatigue +3% Physical save +11 (+4 eff.) Mind save +13 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Con defense ------ Armor +1 Physical save +11 (+4 eff.) Mind save +10 (+5 eff.) A pair of boots made of leather. |
Lelulebers the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str +2 Dex +3 Cun offense ------ Damage +6% arcane +9% temporal Ignore resists +10% blight +25% temporal When Hit 4 blight defense ------ Armor +2 Fatigue +3% Resistance +3% temporal Physical save +8 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% 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. |
Porowen (0 def, 9 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +5 Con offense ------ Accuracy +10 (+5 eff.) defense ------ Armor +9 Resistance +6% nature Physical save +9 (+3 eff.) Mind save +8 (+4 eff.) Life +51.00 Healmod +15% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% 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. |
Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 2.0 Power cost 21 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 154.18 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
steady hardened leather gloves of spellstriking (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +6 (+2 eff.) On-Hit 8 arcane Damage +5% arcane Accuracy +7 (+3 eff.) defense ------ Armor +2 Resistance +4% arcane Physical save +6 (+2 eff.) Mind save +6 (+3 eff.) Disarm Resist +26% 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. |
storm dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Physical Power +5 (+1 eff.) On-Hit 6 lightning Damage +4% lightning defense ------ Armor +2 Fatigue +3% Resistance +8% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Forestspire the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +5 Str +4 Wil offense ------ Damage +12% lightning +6% nature defense ------ Defense +1 (+1 eff.) Resistance +18% lightning Spell save +6 (+2 eff.) other ------- Infravision +2 A pointy cloth hat, very wizardly... |
Toryran (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +6 Str +9 Dex offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +1 Fatigue +1% Resistance +3% blight +1% physical +15% fire Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 234.2 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
clarifying cashmere wizard hat of decomposition (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane/Psionic While equipped: Stats +4 Cun defense ------ Defense +2 (+1 eff.) Resistance +5% lightning +4% temporal +4% light +4% fire +3% nature +4% acid +4% blight +5% cold +4% darkness Mind save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Gloombloom' (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Str +19 Mag +6 Con offense ------ Damage +18% arcane When Hit 4 darkness defense ------ Defense +3 (+1 eff.) Crit Resistance 10.00% Spell save +9 (+3 eff.) other ------- EQ when Hit +2.50 Psi when Hit +2.30 Hate when Hit +1.70 Infravision +3 Arcane Eye: (Instant) Puts all charms on 9 turn cooldown Effective talent level: 5.0 Power cost 9 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
grounding hardened leather cap of dexterity (+4) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +4 Dex defense ------ Armor +3 Fatigue +3% Resistance +7% lightning +5% temporal A cap made of leather. |
iron helm 'Buroddadir' (0 def, 11 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Ignore resists +5% physical When Hit 2 physical defense ------ Armor +11 Fatigue +5% Resistance +5% arcane +7% cold Stun Resist +20% Teleport Resist +10% other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Mind save +15 (+7 eff.) A suit of armour made of mail. |
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 (+2 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... |
Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+6 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 22 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 49.70 to 149.11 lightning damage (99.41 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Porowen (17 def, 12 armour)9.0 Encumbrance T3 light armor [Rare] Psionic While equipped: Stats +4 Cun +4 Con defense ------ Armor +12 Defense +17 (+6 eff.) Fatigue +8% Resistance +9% acid +3% fire +6% nature Crit Resistance 15.00% Mind save +18 (+9 eff.) other ------- Light +3 A suit of armour made of leather. |
enlightening hardened leather armour of the deep (9 def, 8 armour)9.0 Encumbrance T3 light armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +3 Wil defense ------ Armor +8 Defense +9 (+3 eff.) Fatigue +8% Resistance +9% acid +7% cold Mind save +15 (+7 eff.) other ------- Breathe water A suit of armour made of leather. |
hardened leather armour of lightning resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Master While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +17% lightning A suit of armour made of leather. |
Blizzardrazor (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training Str 60 [Random Unique] Arcane While equipped: Stats +8 Con offense ------ On-Hit 12 acid 11 fire Damage +9% light +9% cold Ignore resists +25% cold When Hit 14 acid 14 fire 2 light defense ------ Armor +16 Fatigue +35% Resistance +21% acid +23% temporal -16% light +40% fire +9% darkness Physical save +7 (+2 eff.) Spell save +10 (+4 eff.) Mind save +8 (+4 eff.) A suit of armour made of metal plates. |
enlightening dwarven-steel plate armour of command (8 def, 14 armour)17.0 Encumbrance T3 massive armor [Ego++] Psionic While equipped: Stats +7 Cun +4 Wil defense ------ Armor +14 Defense +8 (+3 eff.) Fatigue +22% Mind save +22 (+11 eff.) A suit of armour made of metal plates. |
11 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. |
114 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. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 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. |
6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
dwarven-steel pickaxe of endurance (dig speed 29 turns)3.0 Encumbrance T3 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
12 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Isubrenne2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +3 Str +3 Wil defense ------ Crit Resistance 5.00% other ------- Light +6 Infravision +2 See Invisibility +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +41.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
preserving brass lantern2.0 Encumbrance T1 lite [Ego+] Nature While equipped: Stats +1 Con defense ------ Resistance +6% blight Life Regen +2.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
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. |
extending steel torque of clear mind [power 2] (15/22 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 110] (15/13 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 126 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Amindur [power 122] (15/13 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 defense ------ Armor +4 Defense +10 (+4 eff.) Resistance +6% cold Unlife -80.00 life Sting an enemy dealing 151 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of stinging 'Galepride' [power 194] (15/13 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +3 Wil offense ------ Ignore resists +10% mind When Hit 10 mind defense ------ Resistance +9% lightning +6% temporal +6% darkness Sting an enemy dealing 241 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to heal for 45. Natural totems are made by powerful wilders to store nature power. |
piercing elm totem of healing [power 116] (15/13 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
quick yew totem of thorny skin [power 30] (15/13 cooldown)2.0 Encumbrance T3 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 30 and armour hardiness by 50% Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
6 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Boltpride the elm wand of lightning storm [power 116] (15/13 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +9% lightning defense ------ Armor +2 Resistance +3% blight Spell save +3 (+1 eff.) Life +60.00 Cut Resist +20% Silence Resist +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 13 turn cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
cleansing yew wand of shielding [power 230] (15/17 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending ash wand of shielding [power 182] (15/17 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing yew wand of clairvoyance [power 11] (15/13 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 11, power 74 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 turn cooldown 100% to heal for 63. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
3 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. |
12 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
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Dinsn the Dwarf Stone Warden level 24
41st Dearth 122nd year of Ascendancy at 20:07 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Dinsn the Dwarf Stone Warden level 19
8th Dearth 122nd year of Ascendancy at 21:39 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Dinsn the Dwarf Stone Warden level 10
14th Profit 122nd year of Ascendancy at 06:32 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Dinsn the Dwarf Stone Warden level 20
11st Dearth 122nd year of Ascendancy at 10:59 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Dinsn the Dwarf Stone Warden level 22
22nd Dearth 122nd year of Ascendancy at 08:01 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Dinsn the Dwarf Stone Warden level 6
18th Voratun 122nd year of Ascendancy at 14:48 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Dinsn the Dwarf Stone Warden level 11
25th Profit 122nd year of Ascendancy at 07:32 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dinsn the Dwarf Stone Warden level 23
29th Dearth 122nd year of Ascendancy at 07:17 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Dinsn the Dwarf Stone Warden level 15
1st Wealth 122nd year of Ascendancy at 00:41 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Dinsn the Dwarf Stone Warden level 23
28th Dearth 122nd year of Ascendancy at 20:23 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dinsn the Dwarf Stone Warden level 20
11st Dearth 122nd year of Ascendancy at 21:26 see stats
Log
Cyrida the thief casts Shock.
You may not change level so soon after a kill (2 game turns left to wait)!
Dinsn uses Dwarven Unity.
Cyromiwen the shadowblade casts Manathrust.
Xetta the assassin activates Hymn of Shadows.
Xetta the assassin deactivates Hymn of Detection.
Cyromiwen the shadowblade hits Stone Half (Dinsn) for (63 flat reduction), 102 arcane (102 total damage).
Dinsn is not silenced anymore.
Xetta the assassin is seized by a stone vine.
Stone Half (Dinsn) is not silenced anymore.
Insidious Poison from Xetta the assassin hits Stone Half (Dinsn) for (11 flat reduction), 0 nature (0 total damage).
Burning from Cyromiwen the shadowblade hits Dinsn for (23 flat reduction), 0 fire (0 total damage).
Burning from Neridhelle the rogue hits Stone Half (Dinsn) for (42 flat reduction), 0 fire (0 total damage).
Hurricane from Cyrida the thief hits Xetta the assassin for 65 lightning damage.
Hurricane from Cyrida the thief hits Cyromiwen the shadowblade for 95 lightning damage.
Hurricane from Cyrida the thief hits Neridhelle the rogue for 125 lightning damage.
Hurricane from Cyrida the thief hits Dinsn for (63 flat reduction), 34 lightning (34 total damage).
Cyromiwen the shadowblade is free from the stone vine.
Neridhelle the rogue's Beyond the Flesh performs a melee critical strike against Dinsn!
Poison from Stone Half (Dinsn) hits Neridhelle the rogue for (2 to psi shield), 3 nature (3 total damage).
Bleeding from Crystaline Half (Dinsn) hits Cyromiwen the shadowblade for 13 physical damage.
Stone Vine from Dinsn hits Xetta the assassin for 22 nature, 9 arcane (31 total damage).
Melee retaliation hits Neridhelle the rogue for (1 to psi shield), 2 nature, 9 arcane, (8 to psi shield), 12 nature (23 total damage).
Thunderstorm hits Stone Half (Dinsn) for (58 flat reduction), 0 lightning (0 total damage).
Neridhelle the rogue's Beyond the Flesh hits Dinsn for (0 flat reduction), 26 physical, (10 flat reduction), 0 fire, (0 flat reduction), 11 physical (37 total damage).
Xetta the assassin casts Searing Light.
Xetta the assassin's spell attains critical power!
Xetta the assassin hits Dinsn for (63 flat reduction), 280 light (280 total damage).
Dinsn the level 25 dwarf stone warden was radiated to death by Xetta the assassin on level 1 of Damp Cave.
















































































































