













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. 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 Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Herald of the Herald 1.7.0Adds a display particle for the Nihil effect from the Forbidden Cults DLC, indicating the number of detrimental magical effects that have been applied since Nihil was gained and thus progress toward summoning a Herald of Oblivion. Also available as part of the ZOmnibus Addon Pack. Curse Levels 1.7.0Adds game options related to equipment curses and cursed auras from the Defiling Touch talent:
Also adds a tooltip to Defiling Touch's Cursed Aura Selection dialog, showing the effect of each curse if you select it. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Doombringer |
| Level / Exp | 28 / 64% |
| Size | huge |
| Lifes / Deaths | Killed by bandit at level 6 on the 79th Pyre 122nd year of Ascendancy at 07:01 0 / 6Killed by Horned Horror at level 15 on the 5th Haze 122nd year of Ascendancy at 16:05 Killed by snow giant thunderer at level 20 on the 61st Haze 122nd year of Ascendancy at 11:01 Killed by storm drake at level 23 on the 28th Regrowth 123rd year of Ascendancy at 23:48 Killed by Urkis, the High Tempest at level 23 on the 29th Regrowth 123rd year of Ascendancy at 01:23 Killed by Voroma the abyssal horror at level 26 on the 5th Pyre 123rd year of Ascendancy at 14:46 |
Primary Stats
| Strength | 70 (base 60) |
| Dexterity | 58 (base 41) |
| Constitution | 29 (base 14) |
| Magic | 32 (base 20) |
| Willpower | 22 (base 10) |
| Cunning | 24 (base 11) |
Resources
| Life | 932/932 |
| Stamina | 211/211 |
| Vim | 201/201 |
| Healing Factor | 1.2624687383468 |
| Regeneration | 7.1329483716594 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 139 |
| Accuracy | 70 |
| Crit Chance | 34% |
| APR | 26 |
| Speed | 1.11 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 70 |
| Crit Chance | 38% |
| APR | 30 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Mind | +6% |
| Arcane | +4% |
| Cold | +18% |
| All | 0% |
Offense: Damage Penetration
| Physical | +51% |
| Mind | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 61.812421605777 (81.151787968034%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 24 |
| Physical Save | 42 |
| Spell Save | 32 |
| Mental Save | 31 |
Defense: Resistances
| Light | + 20%( 70%) |
| Nature | + 33%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 36%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Confusion Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 195.88 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 Dexterity 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 66 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 734% 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 226 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Corruption / Wrath | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Precise Strikes |
| talent | Abyssal Shield |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by hummerhorn. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by giant venus flytrap. Escort: lost sun paladin (level 1 of Old Forest) | failed |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 Shardskin. * 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 ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 37. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed sandworm tooth. * You've found the needed orc heart. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | 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 | wanderer's pair of dwarven-steel boots of invasion (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats Cun +3, Con +2 offense ------ Physical Crit +2.0% Physical Power +5 (+1 eff.) Ignore resists +7% physical defense ------ Armor +4 Fatigue +3% Physical save +12 (+4 eff.) Mind save +13 (+7 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | nightwalker's alchemist's lamp1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats Wil +5 offense ------ Physical Crit +5.0% Critical power +15.00% Physical Power +6 (+1 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Elonor the Blizzardbolt (5 def, 12 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats Str +3, Con +3 offense ------ Physical Power +4 (+1 eff.) Damage +6% mind, +3% cold Ignore resists +15% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 14 defense ------ Armor +12 Defense +5 (+1 eff.) Fatigue +5% Resistance +11% nature, +5% all Physical save +9 (+3 eff.) Spell save +5 (+3 eff.) Life +54.00 Healmod +11% A cap made of leather. |
| On hands | restful hardened leather gloves of spellstriking (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats Mag +5, Wil +5 offense ------ Spellpower +6 (+2 eff.) On-Hit 8 arcane Damage +4% arcane defense ------ Armor +2 Resistance +3% arcane Life Regen +1.00 other ------- Stamina/turn +0.70 Max stamina +10.00 Unarmed combat: Weapon Damage 112% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 arcane On Hit: 10% Nightmare level 3 On Hit: 10% Manathrust level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | innervating iron torque of psionic shield [power 23] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats Wil +4, Con +6 offense ------ Damage +15% cold defense ------ Resistance +10% nature, +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.15 cold and 10.29 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | mule's gold ring of speed0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Move Speed +15% Accuracy +5 (+1 eff.) defense ------ Defense +8 (+2 eff.) Fatigue -6% other ------- Encumbrance +25 Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 3.9 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
| Around neck | Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
| In main hand | truestriking stralite greatmaul of erosion (167% power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Ego+] Nature/Master Weapon Damage 168% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +12 nature While equipped: offense ------ Ignore resists +14% physical Accuracy +19 (+4 eff.) Ignore Armor +12 Massive two-handed mauls. |
| Around waist | Dayobeisance the hardened leather belt1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: Stats Str +4, Dex +5, Cun +3, Con +4 Lck +7 offense ------ Physical Power +8 (+2 eff.) Damage +9% lightning defense ------ Resistance +6% light Physical save +10 (+3 eff.) Stealth +11 Life +45.00 other ------- Disarm Traps +7 Light +3 Infravision +5 Size +1 A belt that goes around your waist. |
| In off hand | truestriking dwarven-steel dagger of corruption (121% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 122% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: 20% Curse of Vulnerability level 3 While equipped: offense ------ Ignore resists +5% physical Accuracy +7 (+2 eff.) Ignore Armor +6 Sharp, short and deadly. |
| Cloak | murderer's cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Master While equipped: Stats Cun +2, Dex +3 offense ------ Accuracy +6 (+2 eff.) Ignore Armor +5 defense ------ Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating dwarven-steel plate armour of command (8 def, 14 armour)17.0 Encumbrance T3 massive armor [Ego+] Nature/Psionic While equipped: Stats Cun +3 defense ------ Armor +14 Defense +8 (+2 eff.) Fatigue +22% Mind save +13 (+7 eff.) Life Regen +4.40 other ------- Stamina/turn +1.10 A suit of armour made of metal plates. |
Inventory
healing infusion of the sneak (heal 123; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 123 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 wizard (heal 126; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 126 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. |
movement infusion of the psychic (speed 509%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 509% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 660%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 660% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 385; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 385 life over 5 turns. 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. |
regeneration infusion of the wizard (heal 402; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 402 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 49; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 49 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. 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 titan (absorb 58; cd 13)0.1 Encumbrance rune scroll [Ego] 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 58 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
starlit copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% light, +11% darkness Blind Resist +20% Amulets make your neck look great! |
Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats Str +6, Con +6 defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
clarifying steel amulet of magic (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats Mag +3 defense ------ Resistance +11% mind Confus Resist +20% Amulets make your neck look great! |
wanderer's steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: Stats Dex +4, Cun +3, Con +4 offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
warrior's steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats Mag +1 offense ------ Spellpower/crit +3 defense ------ Resistance +7% physical other ------- Stamina/turn +0.40 Mana/turn +0.22 Max mana +27.00 Amulets make your neck look great! |
Shard of Insanity0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+4 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+15 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind level 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
psionicist's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats Wil +2 defense ------ Mind save +4 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats Cun +3 offense ------ Accuracy +9 (+2 eff.) Ignore Armor +9 defense ------ Defense +14 (+5 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 97% 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! |
Cyrirevena the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats Dex +4, Con +6 offense ------ Damage +9% mind Ignore resists +20% mind defense ------ Physical save +6 (+2 eff.) Mind save +9 (+5 eff.) other ------- Hate-on-crit +3.00 Rings make your fingers look great! |
steel ring 'Mirehunger' =mag=0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats Mag +4 offense ------ Damage +12% darkness, +6% nature defense ------ Resistance +6% blight, +24% darkness +6% nature Spell save +8 (+4 eff.) Mind save +6 (+3 eff.) Confus Resist +23% Rings make your fingers look great! |
wizard's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats Mag +3 defense ------ Spell save +6 (+3 eff.) Life Regen +2.00 Stun Resist +26% Rings make your fingers look great! |
Drake's Bane (156% power, 21 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Master Weapon Damage 156% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +2.0% Attack Speed 100% Damage Against +25% Dragon While equipped: Stats Str +6 defense ------ Resist Against +25% Dragon Physical save +9 (+3 eff.) Stun Resist +20% Knockbk Resist +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
truestriking stralite battleaxe (156% power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Ego+] Master Weapon Damage 156% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% While equipped: offense ------ Ignore resists +13% physical Accuracy +17 (+4 eff.) Ignore Armor +13 Massive two-handed battleaxes. |
Tirakai's Maul (139% power, 6 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 139% Range: 1.0x-1.3x Uses 10% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
truestriking dwarven-steel greatmaul of evisceration (151% power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego++] Master Weapon Damage 152% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On Critical: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +12.0% Physical Power +10 (+3 eff.) Ignore resists +7% physical Accuracy +10 (+3 eff.) Ignore Armor +10 defense ------ Resistance +10% blight Massive two-handed mauls. It was hardened by the digestive sack. |
warbringer's dwarven-steel greatmaul of enduring (153% power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego++] Nature/Master Weapon Damage 153% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% While equipped: Stats Con +12, Wil +10 offense ------ Physical Power +10 (+3 eff.) Ignore resists +7% physical defense ------ Life +30.00 Disarm Resist +17% Massive two-handed mauls. |
balanced steel greatsword of paradox (125% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 126% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +7 temporal While equipped: offense ------ Accuracy +9 (+2 eff.) defense ------ Defense +9 (+3 eff.) Resistance +10% temporal Disarm Resist +35% Massive two-handed swords. |
truestriking iron longsword of evisceration (103% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego++] Master Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Critical: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +5.0% Physical Power +6 (+1 eff.) Ignore resists +6% physical Accuracy +6 (+2 eff.) Ignore Armor +6 Sharp, long, and deadly. |
Skullcleaver (120% power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Vestments of the Conclave (0 def, 0 armour) =mag=2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats Mag +6 offense ------ Spell Crit +15% Spellpower +15 (+6 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats Wil +3 defense ------ Resistance +20% blight, +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
hardened leather belt 'Rainparry'1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Critical power +10.00% Accuracy +10 (+3 eff.) When Hit 8 arcane defense ------ Defense +13 (+4 eff.) Resistance +9% cold Stealth +9 Unlife -60.00 life A belt that goes around your waist. |
Rainslice the linen cloak (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Con +3 offense ------ Ignore resists +10% cold Ignore Armor +5 defense ------ Defense +7 (+2 eff.) Physical save +22 (+7 eff.) other ------- Stamina/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of iron boots of phasing (0 def, 4 armour)3.0 Encumbrance T1 feet armor [Ego+] Arcane/Master While equipped: Stats Mag +2, Wil +2 defense ------ Armor +4 Fatigue +2% other ------- Infravision +1 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane/Nature While equipped: Stats Mag +2, Wil +3 defense ------ Armor +4 Fatigue +3% Resistance +8% lightning, +5% temporal Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
linen wizard hat of arcana (1 def, 0 armour) =mag=2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: Stats Mag +3, Wil +4 offense ------ Spellpower +4 (+1 eff.) defense ------ Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
dwarven-steel helm of might (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats Str +3, Con +3 offense ------ Physical Power +3 (+1 eff.) defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
8 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
4 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. |
6 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid 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. |
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. |
2 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. |
ethereal brass lantern of corpselight1.0 Encumbrance T1 lite [Ego++] Arcane While equipped: Stats Mag +4 offense ------ Spell Crit +4% Spellpower +9 (+4 eff.) defense ------ Resistance +7% blight, +5% darkness other ------- Light +5 Infravision +4 See Invisibility +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 21 blight damage or heals 32 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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. |
watchleader's brass lantern2.0 Encumbrance T1 lite [Ego+] Master While equipped: defense ------ Blind Resist +23% Confus Resist +11% other ------- Light +6 See Stealth +8 See Invisibility +6 Track: Puts all charms on 40 turn cooldown Effective talent level: 5.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 8 turns. The radius will increase with your Cunning. 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. |
ethereal alchemist's lamp of focus =mag=0.0 Encumbrance T3 lite [Ego+] Arcane/Psionic While equipped: Stats Wil +4, Mag +3 offense ------ Spellpower +7 (+3 eff.) Damage +9% mind other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Flashglory (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +1, Dex +2, Mag +3 offense ------ Spell Crit +2% Physical Power +4 (+1 eff.) Move Speed +10% Damage +6% light, +9% arcane Ignore resists +5% light Ignore Shields +30% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +2 defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 260/400 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. |
focusing elm totem of healing [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Dumark Hellborn the Ogre Doombringer level 26
6th Pyre 123rd year of Ascendancy at 21:04 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Dumark Hellborn the Ogre Doombringer level 18
14th Haze 122nd year of Ascendancy at 03:00 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Dumark Hellborn the Ogre Doombringer level 21
70th Haze 122nd year of Ascendancy at 02:52 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Dumark Hellborn the Ogre Doombringer level 20
61st Haze 122nd year of Ascendancy at 19:56 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Dumark Hellborn the Ogre Doombringer level 18
18th Haze 122nd year of Ascendancy at 15:30 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dumark Hellborn the Ogre Doombringer level 25
33rd Regrowth 123rd year of Ascendancy at 17:48 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By Dumark Hellborn the Ogre Doombringer level 5
77th Pyre 122nd year of Ascendancy at 16:45 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dumark Hellborn the Ogre Doombringer level 26
6th Pyre 123rd year of Ascendancy at 20:33 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Dumark Hellborn the Ogre Doombringer level 10
7th Mirth 122nd year of Ascendancy at 05:16 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Dumark Hellborn the Ogre Doombringer level 20
59th Haze 122nd year of Ascendancy at 10:27 see stats
Once bitten, twice shy (Nightmare (Adventure) difficulty)
Escaped the Anteroom of Agony.By Dumark Hellborn the Ogre Doombringer level 25
33rd Regrowth 123rd year of Ascendancy at 11:04 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Dumark Hellborn the Ogre Doombringer level 19
28th Haze 122nd year of Ascendancy at 03:22 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Dumark Hellborn the Ogre Doombringer level 20
60th Haze 122nd year of Ascendancy at 15:07 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Dumark Hellborn the Ogre Doombringer level 23
29th Regrowth 123rd year of Ascendancy at 02:53 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Dumark Hellborn the Ogre Doombringer level 8
3rd Mirth 122nd year of Ascendancy at 02:07 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Dumark Hellborn the Ogre Doombringer level 26
6th Pyre 123rd year of Ascendancy at 21:04 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dumark Hellborn the Ogre Doombringer level 21
3rd Allure 123rd year of Ascendancy at 05:33 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Dumark Hellborn the Ogre Doombringer level 11
7th Dusk 122nd year of Ascendancy at 16:49 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Dumark Hellborn the Ogre Doombringer level 21
2nd Allure 123rd year of Ascendancy at 19:32 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Dumark Hellborn the Ogre Doombringer level 24
30th Regrowth 123rd year of Ascendancy at 17:37 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Dumark Hellborn the Ogre Doombringer level 15
5th Haze 122nd year of Ascendancy at 14:57 see stats
Log
You gain 2.00 gold from the transmogrification of quiver of yew arrows of torment (22/22, 142% power, 10 apr).
You gain 13.16 gold from the transmogrification of Barkdare the dwarven-steel dagger (132% power, 7 apr).
You gain 3.31 gold from the transmogrification of dwarven-steel waraxe of crippling (119% power, 4 apr).
You gain 5.05 gold from the transmogrification of caustic dwarven-steel waraxe (119% power, 4 apr).
You gain 5.96 gold from the transmogrification of stormbringer's dwarven-steel longsword of massacre (142% power, 4 apr).
You gain 1.50 gold from the transmogrification of dwarven-steel greatsword of amnesia (143% power, 2 apr).
You gain 25.00 gold from the transmogrification of Astelrid's Clubstaff (156% power, 4 apr).
You gain 3.58 gold from the transmogrification of dwarven-steel battleaxe of persecution (138% power, 2 apr).
You gain 1.85 gold from the transmogrification of dwarven-steel battleaxe of erosion (141% power, 2 apr).
You gain 6.15 gold from the transmogrification of balanced dwarven-steel battleaxe of vileness (138% power, 2 apr).
You gain 3.43 gold from the transmogrification of earthen yew vilestaff of fate (120% power, 4 apr, blight element).
You gain 0.96 gold from the transmogrification of savior's gold ring.
You gain 3.65 gold from the transmogrification of gladiator's gold ring.
You gain 1.13 gold from the transmogrification of manasurge rune of the titan (regen 1117% over 10 turns; mana 56; cd 13).
You gain 0.68 gold from the transmogrification of healing infusion (heal 61; cd 15).
There is a Door to an old Conclave vault here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 19th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:18.
Today is the 20th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:43.
There is a Mark of the Spellblaze here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
















































































































