











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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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
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.
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:
Item Description Filter 1.7.4An item description filter. Can hide undesired properties in item description. Ctrl + Shift+ Alt + F to open configuration dialog. 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 Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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. 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: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 35 / 55% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 84 (base 60) |
| Dexterity | 84 (base 60) |
| Constitution | 13 (base 10) |
| Magic | 70 (base 25) |
| Willpower | 30 (base 10) |
| Cunning | 25 (base 12) |
Resources
| Life | 998/998 |
| Mana | 284/284 |
| Stamina | 122/122 |
| Healing Factor | 1.1383363011316 |
| Regeneration | 10.529610785467 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 9 |
| Infravision | 8 |
| See Stealth | 33.108545491274 |
| See Invisible | 34.108545491274 |
Offense: Mainhand
| Damage | 226 |
| Accuracy | 69 |
| Crit Chance | 36% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +12% |
| Temporal | +9% |
| Blight | +6% |
| Arcane | +6% |
| Physical | +32% |
| All | 0% |
Offense: Damage Penetration
| Physical | +14% |
| Temporal | +19% |
| Fire | +25% |
| Arcane | +10% |
| Mind | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 21 (69.687909656376%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 27 |
| Mental Save | 37 |
Defense: Resistances
| Blight | + 14%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 15%( 70%) |
| All | + 6%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 17%( 70%) |
| Temporal | + 24%( 70%) |
| Physical | + 17%( 70%) |
| Darkness | + 28%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Confusion Resistance | 21% |
| Knockback Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 32% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 145 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| 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 228 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 670% 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. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Poisons | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| talent | Concealment |
| talent | Apply Poison |
| talent | Precise Strikes |
| talent | Premonition |
| talent | Numbing Poison |
| talent | Crippling Poison |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
| beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 48%. Concealment |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)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 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * 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 shadow has asked that you come back as soon as possible. The fortress's current energy level is: 170. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed giant spider spinneret. * You've found the needed bloated horror heart. 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 honey tree root. * You've found the needed wretchling eyeball. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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 electric eel tail. * You've found the needed naga tongue. * You've found the needed vial of greater demon bile. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed snow giant kidney. * You've found the needed minotaur nose. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Turikath (0 def, 7 armour) =TANKY=2.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +7 Resistance +11% fire, +9% darkness +10% cold Physical save +12 (+6 eff.) Unlife -80.00 life Life +100.00 Disease Resist +20% Knockbk Resist +10% A pair of boots made of leather. |
| Quiver | quiver of dragonbone arrows 'Strikeoblivion' (19/19, 182% power, 18 apr) =CRAZY=3.0 Encumbrance T5 arrow ammo [Random Unique] Master/Psionic Weapon Damage 182% Range: 1.0x-1.4x Uses 50% Str, 50% Mag, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +23.0% Capacity 19 On-ranged-hit +20 lightning, +54 physical +20 item nature slow On-crit, radius 2 +16 lightning On Hit: * 20% chance to slow global speed by 43% * 20% chance to knock the target back 3 spaces and deal 94 physical damage * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | watchleader's alchemist's lamp of health1.0 Encumbrance T3 lite [Ego+] Nature/Master While equipped: defense ------ Life +51.00 Blind Resist +32% Confus Resist +11% other ------- Light +8 See Stealth +9 See Invisibility +10 Track: Puts all charms on 34 turn cooldown Effective talent level: 4.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | clarifying cashmere wizard hat of the mountain (+12%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Nature/Psionic While equipped: Stats Cun +4 offense ------ Damage +12% physical defense ------ Defense +2 (+1 eff.) Resistance +12% physical Mind save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
| Tool | dwarven-steel torque of mindblast 'Glasenor' [power 255] (13 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats Mag +2 offense ------ Critical power +15.00% Spellpower +10 (+4 eff.) Damage +6% blight Ignore resists +20% mind, +10% arcane Ignore Shields +20% Blast the opponent's mind dealing 255 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. |
| On fingers | copper opal ring =+2 MAGIC=0.1 Encumbrance T1 ring jewelry [Ego+] Psionic While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +4, Con +2 offense ------ On-Hit 9 physical On-Ranged-Hit 10 physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 17 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 17 other ------- Hate-on-crit +1.00 Max hate +6.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 4.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| On fingers | Flameserpent the copper ring =TEN=0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Ignore resists +25% fire When Hit 2 fire On-Hit (Melee): * 20% chance to reduce damage dealt by 15% defense ------ Resistance +15% fire Life +52.00 Life Regen +7.00 Healmod +11% Rings make your fingers look great! |
| Around waist | Bokuthad1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats Wil +1 defense ------ Resistance +5% lightning, +6% temporal Unlife -20.00 life Life Regen +2.00 Disease Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A belt that goes around your waist. |
| In main hand | warden's elven-wood longbow of recursion4.0 Encumbrance T4 longbow 2H weapon [Ego++] Arcane Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On Hit: 10% Shoot level 1 While equipped: Stats Mag +5 offense ------ Damage +9% temporal, +14% physical Ignore resists +9% temporal, +14% physical other ------- Reload +6 Masteries +0.15 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
| On hands | Flashhash (0 def, 7 armour) =15 OOP=1.5 Encumbrance T2 hands armor [Rare] Master While equipped: offense ------ Damage +6% arcane, +12% light Ignore resists +10% temporal When Hit 4 temporal defense ------ Armor +7 Fatigue +3% Resistance +12% light Mind save +9 (+4 eff.) Life +59.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% 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. |
| Main armor | marauder's reinforced leather armour of the hero (17 def, 7 armour) =TEST=9.0 Encumbrance T4 light armor [Ego++] Arcane/Nature/Master While equipped: Stats Str +10, Dex +9, Mag +3 Wil +5, Cun +5 defense ------ Armor +7 Defense +17 (+5 eff.) Fatigue +8% Physical save +6 (+3 eff.) Life +30.00 A suit of armour made of leather. |
| Cloak | regal cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Psionic While equipped: Stats Wil +3 defense ------ Defense +2 (+1 eff.) Resistance +15% darkness, +13% temporal Mind save +6 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +10% Out-of-Phase Resilience +19% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Amedir the steel amulet =+5 magic=0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats Wil +8, Mag +5 offense ------ Spell Crit +5% Physical Power +6 (+1 eff.) Combat Speed +10% Damage +6% physical defense ------ Resistance +5% arcane other ------- Vim-on-crit +2.00 Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 221; 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 221 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 193; 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 instantly heal yourself for 193 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 (speed 521%; cd 9)0.1 Encumbrance infusion scroll [Normal] 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 521% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 863%; 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 863% 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. 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 warrior (speed 652%; 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 652% 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. 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 662%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 662% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 337; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 337 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. |
regeneration infusion of the wizard (heal 508; 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 508 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. |
regeneration infusion of the wizard (heal 527; 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 527 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. |
wild infusion of the sneak (res 24%; physical; dur 3; 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 cure yourself of one random physical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (res 34%; mental; dur 4; 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 cure yourself of one random mental effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
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. |
Prismatic Rune (6 turns; acid, physical, light, mind, temporal)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 3 physical, 3 light, 4 mind, 3 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell 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. |
acid wave rune (damage 30; dur 4; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 30.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 46; dur 4; cd 22)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 46.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 5; phase 16; cd 20)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 16%, your defense is increased by 16 and all your resistances by 16%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 4; phase 14; cd 10)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 8; phase 23; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 23%, your defense is increased by 23 and all your resistances by 23%. 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. |
shatter afflictions rune of the wizard (absorb 116; 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 116 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. 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 titan (absorb 89; dur 3; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 89 damage for 3 turns. 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. |
stormshield rune (threshold 14; blocks 3; dur 4; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 14 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 44; blocks 3; dur 4; 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 44 up to 3 times. 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. |
teleportation rune (range 33; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 33 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 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. |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
clarifying copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Cun +3 defense ------ Resistance +12% mind Confus Resist +20% Amulets make your neck look great! |
clarifying gold amulet of vision0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +10% mind Blind Resist +12% Confus Resist +28% other ------- Infravision +3 Sight +2 See Invisibility +7 Amulets make your neck look great! |
cleansing steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Disrupt While equipped: defense ------ Resistance +12% nature, +12% blight Healmod +10% Poison Resist +27% Disease Resist +22% Cut Resist +50% Heal: Puts all charms on 30 turn cooldown Effective talent level: 1.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 139 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
starlit copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% light, +10% darkness Blind Resist +20% Amulets make your neck look great! |
steel amulet 'Lightningspike' =TEN=0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats Str +6, Dex +6, Wil +6 defense ------ Resistance +18% lightning, +9% acid +6% blight Spell save +18 (+9 eff.) Amulets make your neck look great! |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Satyrblur0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats Wil +4 offense ------ Ignore resists +25% nature Accuracy +10 (+3 eff.) Ignore Armor +2 defense ------ Mind save +8 (+4 eff.) other ------- Max stamina +20.00 Light +3 Rings make your fingers look great! |
Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
conjurer's gold ring of pilfering =10 ARP=0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats Mag +5, Wil +5 offense ------ Spellpower +7 (+3 eff.) Accuracy +9 (+3 eff.) Ignore Armor +10 defense ------ Defense +7 (+2 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring 'Gilyrand'0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats Str +3, Dex +4, Cun +2, Con +4 defense ------ Resistance +6% blight Physical save +8 (+4 eff.) Blind Resist +10% other ------- See Invisibility +15 Rings make your fingers look great! |
marksman's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats Dex +2 offense ------ Accuracy +4 (+1 eff.) Rings make your fingers look great! |
solipsist's steel ring of luminosity =+4 MAGIC=0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats Mag +4, Wil +5, Cun +4 offense ------ Mindpower +6 (+3 eff.) On-Hit 12 light On-Ranged-Hit 14 light Damage +11% light Rings make your fingers look great! |
wizard's steel ring of tenacity =res=0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats Mag +3 defense ------ Spell save +6 (+3 eff.) Life +25.00 Disarm Resist +27% Pinning Resist +22% Knockbk Resist +23% Rings make your fingers look great! |
Silent Blade (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 65% Dex, 50% Mag, 35% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Merkul's Second Eye4.0 Encumbrance T3 longbow 2H weapon [Unique] Arcane Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 Projectile Speed +400% On Hit: 100% Arcane Eye level 4 While equipped: offense ------ On-Ranged-Hit 25 arcane other ------- Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
mighty elven-wood longbow of piercing4.0 Encumbrance T4 longbow 2H weapon [Ego+] Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: Stats Str +5 offense ------ Physical Power +14 (+3 eff.) Ignore resists +12% all Accuracy +17 (+5 eff.) Ignore Armor +11 Longbows are used to shoot arrows at your foes. |
yew longbow of enduring4.0 Encumbrance T3 longbow 2H weapon [Ego+] Nature Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats Con +11, Wil +12 defense ------ Life +53.00 Longbows are used to shoot arrows at your foes. |
monstrous hardened leather belt of valiance =LIFE + STATS=1.0 Encumbrance T3 belt armor [Ego++] Nature/Psionic While equipped: Stats Str +5, Wil +1, Con +3 offense ------ Physical Power +7 (+2 eff.) defense ------ Resistance +10% blight Physical save +8 (+4 eff.) Mind save +8 (+4 eff.) Life +65.00 other ------- Size +1 A belt that goes around your waist. It was hardened by the digestive sack. |
Aerezilahell (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats Str +1, Wil +3 offense ------ Ignore Armor +1 When Hit 6 physical defense ------ Defense +6 (+2 eff.) Mind save +5 (+3 eff.) Unlife -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of the voidstalker (7 def, 0 armour) =VOIDSTALKER=2.0 Encumbrance T1 cloak armor [Ego+] Arcane/Master While equipped: defense ------ Defense +7 (+2 eff.) Resistance +11% darkness, +11% temporal Physical save +6 (+3 eff.) Out-of-Phase Defense +11 Out-of-Phase Resistance +11% Out-of-Phase Resilience +10% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Floewrecker the cashmere robe (0 def, 0 armour) =+6 MAGIC=2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: Stats Str +5, Mag +6, Wil +6 offense ------ Damage +5% lightning, +9% physical +17% cold On-Hit (Melee): * 20% chance to reduce armor by 34% defense ------ Resistance +8% lightning, +28% cold +3% light, +11% all Spell save +9 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Torchserpent (6 def, 6 armour)2.0 Encumbrance T3 cloth armor [Rare] Arcane While equipped: Stats Mag +5 offense ------ Damage +24% fire, +15% light +15% temporal Ignore resists +25% lightning, +10% fire defense ------ Armor +6 Defense +6 (+2 eff.) Resistance +15% lightning, +12% temporal +10% darkness, +10% light +11% all Life +43.00 other ------- Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's silk robe of Linaniil (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: offense ------ Spell Crit +8% Spellpower +20 (+7 eff.) defense ------ Resistance +7% lightning, +8% darkness +8% light, +7% blight +6% fire, +11% cold, +13% all Physical save +12 (+6 eff.) Spell save +21 (+11 eff.) Mind save +12 (+5 eff.) other ------- Mana/turn +0.22 Max mana +49.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing Robe of the Worm of life (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: Stats Mag +5, Wil +5 defense ------ Resistance +6% blight, +7% all Life +42.00 Life Regen +1.90 Healmod +11% other ------- Mana/turn +0.11 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arcglory (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats Str +3 offense ------ Physical Power +5 (+1 eff.) Spellpower +4 (+2 eff.) Damage +3% physical defense ------ Armor +1 Resistance +3% lightning Unlife -60.00 life other ------- Max stamina +10.00 A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats Mag +8, Wil +8 offense ------ Spellpower +5 (+2 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
miner's pair of dwarven-steel boots of speed (0 def, 7 armour)3.0 Encumbrance T3 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +7 Fatigue +3% other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Eilinuvea' (5 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Cun +3, Con +3 offense ------ Physical Power +5 (+1 eff.) Ignore resists +5% physical defense ------ Armor +4 Defense +5 (+2 eff.) Fatigue +3% Resistance +12% blight, +6% cold Physical save +10 (+5 eff.) Mind save +14 (+6 eff.) other ------- Max stamina +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
reinforced pair of hardened leather boots (0 def, 6 armour)2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: defense ------ Armor +6 Resistance +9% acid, +8% fire +7% lightning, +7% cold A pair of boots made of leather. |
scholar's pair of dwarven-steel boots of void walking (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: offense ------ Spellpower +6 (+2 eff.) Ignore resists +14% darkness, +13% temporal defense ------ Armor +4 Fatigue +3% Resistance +15% darkness, +12% temporal Out-of-Phase Defense +13 Out-of-Phase Resistance +11% Out-of-Phase Resilience +16% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots (0 def, 4 armour) =STUN RES=3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: defense ------ Armor +4 Fatigue +3% Silence Resist +26% Confus Resist +28% Stun Resist +29% 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 hardened leather boots of tirelessness (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats Cun +3, Con +3 defense ------ Armor +3 Physical save +13 (+6 eff.) Mind save +12 (+5 eff.) other ------- Stamina/turn +0.80 Max stamina +19.00 A pair of boots made of leather. |
Morningsnake (0 def, 2 armour) =TEN=1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats Cun +5, Dex +4 offense ------ Critical power +5.00% Mindpower +15 (+8 eff.) Damage +12% mind Ignore resists +10% arcane, +15% light Accuracy +6 (+2 eff.) Ignore Armor +8 defense ------ Armor +2 Fatigue +3% other ------- Max mana +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 turn cooldown Effective talent level: 3.9 Power cost 17 out of 20/20. Range 12 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 30% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Shineslice the hardened leather gloves (0 def, 2 armour) =25 SPELLPOWER=1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats Str +3, Wil +2 offense ------ Spellpower +25 (+9 eff.) On-Hit 9 blight Damage +4% blight, +15% arcane +15% light defense ------ Armor +2 Resistance +7% blight 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. |
The Black Crown (0 def, 15 armour)3.0 Encumbrance T4 head armor [Unique] Arcane/Master While equipped: Stats Wil +10, Con +10 defense ------ Armor +15 Fatigue +5% Resistance +20% darkness, +20% blight other ------- Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds Shadow Power +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
iron helm 'Relgesta' (0 def, 3 armour) =10 OOP=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Mag +1 defense ------ Armor +3 Fatigue +5% Resistance +6% fire, +6% light, +5% cold Crit Resistance 5.00% Spell save +3 (+2 eff.) Life +20.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Boryvon' (20 def, 1 armour) =STAMINA REGEN=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Str +3 offense ------ Accuracy +15 (+4 eff.) defense ------ Armor +1 Defense +20 (+5 eff.) Fatigue +1% Mind save +3 (+2 eff.) other ------- Stamina/turn +2.00 Hate-on-crit +2.00 Max psi +10.00 A cap made of leather. |
stabilizing dwarven-steel helm of precognition (6 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Nature/Master While equipped: Stats Cun +3 offense ------ Accuracy +6 (+2 eff.) When Hit: * 13% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +4% Physical save +15 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Rainwalker the cured leather armour (31 def, 4 armour)9.0 Encumbrance T2 light armor [Rare] Psionic While equipped: Stats Cun +5, Wil +5 offense ------ Physical Power +30 (+6 eff.) Accuracy +25 (+7 eff.) defense ------ Armor +4 Defense +31 (+8 eff.) Fatigue +7% Resistance +9% cold, +1% physical Mind save +16 (+6 eff.) other ------- Hate-on-crit +2.00 Max stamina +30.00 A suit of armour made of leather. |
Cinderprophet (12/12, 119% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Rare] Arcane Weapon Damage 120% Range: 1.0x-1.4x Uses 50% Str, 50% Mag, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 12 Projectile Speed +200% On-ranged-hit +20 fire On-Hit, radius 1 +22 fire On-crit, radius 2 +8 fire While equipped: other ------- Reload +1 Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (20/20, 117% power, 10 apr)3.0 Encumbrance T2 arrow ammo [Unique] Nature Weapon Damage 117% Range: 1.0x-1.4x Uses 70% Dex, 50% Mag, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
acidic quiver of ash arrows of crippling (21/21, 125% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego+] Arcane/Master Weapon Damage 126% Range: 1.0x-1.4x Uses 70% Dex, 50% Mag, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.5% Capacity 21 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 Arrows are used with bows to pierce your foes to death. |
barbed quiver of ash arrows of grasping (20/20, 142% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego++] Nature/Master Weapon Damage 142% Range: 1.0x-1.4x Uses 70% Dex, 50% Mag, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +12.5% Capacity 20 On Hit: * 20% chance to create vines that bind the target to the ground dealing 94 nature damage and pinning them for 3 turns On Critical: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
barbed quiver of elven-wood arrows (20/20, 171% power, 14 apr)3.0 Encumbrance T4 arrow ammo [Ego+] Master Weapon Damage 171% Range: 1.0x-1.4x Uses 70% Dex, 50% Mag, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +16.5% Capacity 20 On Critical: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Taintusher' (21/21, 144% power, 15 apr)3.0 Encumbrance T3 arrow ammo [Rare] Master Weapon Damage 145% Range: 1.0x-1.4x Uses 50% Str, 50% Mag, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +15 Ignore Armor +15 Critical Rate +2.0% Capacity 21 Projectile Speed +200% On-ranged-hit +20 item nature slow +16 physical On Hit: * 20% chance to slow global speed by 43% While equipped: other ------- Reload +1 Arrows are used with bows to pierce your foes to death. |
10 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
206 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. |
8 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. |
12 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Lightpain' (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats Str +2 offense ------ Damage +27% light On-Hit (Melee): * 20% chance to slow global speed by 43% defense ------ Resistance +6% blight, +6% cold Life +31.00 other ------- Max stamina +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
Light of Revelation2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
bright brass lantern of health =TEN=2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +44.00 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ethereal alchemist's lamp of the moons =+4 MAGIC=0.0 Encumbrance T3 lite [Ego++] Arcane While equipped: Stats Mag +4 offense ------ Spellpower +7 (+3 eff.) Damage +6% darkness defense ------ Resistance +7% light Affinity +5% darkness other ------- Light +6 Infravision +3 Moonlight Ray: Puts all charms on 7 turn cooldown Effective talent level: 4.0 Power cost 7 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 132.20 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp of the zealot1.0 Encumbrance T3 lite [Ego++] Nature/Disrupt While equipped: Stats Wil +4 offense ------ Physical Crit +5.0% Critical power +13.00% Physical Power +7 (+2 eff.) defense ------ Resistance +3% all Spell save +5 (+3 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's brass lantern of the zealot =CRIT=2.0 Encumbrance T1 lite [Ego++] Nature/Disrupt While equipped: Stats Wil +4 offense ------ Physical Crit +4.0% Critical power +11.00% Physical Power +5 (+1 eff.) defense ------ Resistance +3% all Spell save +5 (+3 eff.) 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. |
survivor's brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Life +41.00 Healmod +11% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
void-walker's alchemist's lamp of the sun1.0 Encumbrance T3 lite [Ego++] Arcane While equipped: offense ------ Damage +7% light defense ------ Resistance +6% cold, +7% darkness +7% temporal Affinity +5% light Out-of-Phase Defense +13 Out-of-Phase Resistance +14% Out-of-Phase Resilience +13% other ------- Light +7 Sun Flare: Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 136.71 light damage. At talent level 3 you gain 24% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats Wil +5 offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+4 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 7 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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus =+5 MAGIC=0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 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. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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. |
pouch of iron shots (14/14, 109% power, 1 apr)3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 109% Range: 1.0x-1.2x Uses 70% Dex, 50% Mag, 50% Cun Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 14 Shots are used with slings to pummel your foes to death. |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats Cun +4 offense ------ Damage +10% mind, +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
cleansing steel torque of psionic shield [power 47] (22 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 22 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
extending steel torque of mindblast [power 170] (13 cooldown)2.0 Encumbrance T2 torque charm [Ego+] Psionic Blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
focusing stralite torque of psionic shield [power 107] (22 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 107 for 5 turns Puts all charms on 22 turn cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Bregumnir [power 44] (17 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats Dex +3 offense ------ Physical Crit +3.0% Critical power +15.00% defense ------ Resistance +9% temporal Unlife -40.00 life Harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50% Puts all charms on 17 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 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. |
Aridalaith the Fogviper [power 122] (13 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +15% mind When Hit 4 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 15% Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 13 turn cooldown 100% to heal for 35. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Poruba [power 188] (17 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats Dex +7 offense ------ Critical power +5.00% Spellpower +5 (+2 eff.) Accuracy +15 (+4 eff.) other ------- Max vim +40.00 Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 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. |
7 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. |
6 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. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Brokvar the Thalore Archer level 32
46th Regrowth 123rd year of Ascendancy at 08:47 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Brokvar the Thalore Archer level 32
40th Regrowth 123rd year of Ascendancy at 22:49 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Brokvar the Thalore Archer level 31
26th Regrowth 123rd year of Ascendancy at 22:33 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Brokvar the Thalore Archer level 35
56th Regrowth 123rd year of Ascendancy at 13:39 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Brokvar the Thalore Archer level 32
32nd Regrowth 123rd year of Ascendancy at 19:11 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Brokvar the Thalore Archer level 16
21st Dusk 122nd year of Ascendancy at 11:15 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Brokvar the Thalore Archer level 34
52nd Regrowth 123rd year of Ascendancy at 23:41 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Brokvar the Thalore Archer level 21
47th Dusk 122nd year of Ascendancy at 22:25 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Brokvar the Thalore Archer level 26
8th Regrowth 123rd year of Ascendancy at 12:20 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Brokvar the Thalore Archer level 33
51st Regrowth 123rd year of Ascendancy at 17:04 see stats
Guiding Hand (Nightmare (Roguelike) difficulty)
Saved all escorted adventurers.By Brokvar the Thalore Archer level 33
50th Regrowth 123rd year of Ascendancy at 01:35 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Brokvar the Thalore Archer level 32
41st Regrowth 123rd year of Ascendancy at 00:54 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Brokvar the Thalore Archer level 10
6th Mirth 122nd year of Ascendancy at 11:51 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Brokvar the Thalore Archer level 20
40th Dusk 122nd year of Ascendancy at 23:56 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Brokvar the Thalore Archer level 30
22nd Regrowth 123rd year of Ascendancy at 20:24 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Brokvar the Thalore Archer level 22
66th Dusk 122nd year of Ascendancy at 00:27 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Brokvar the Thalore Archer level 33
50th Regrowth 123rd year of Ascendancy at 20:31 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Brokvar the Thalore Archer level 26
4th Allure 123rd year of Ascendancy at 17:40 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Brokvar the Thalore Archer level 34
53rd Regrowth 123rd year of Ascendancy at 03:13 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Brokvar the Thalore Archer level 10
7th Mirth 122nd year of Ascendancy at 23:08 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Brokvar the Thalore Archer level 32
40th Regrowth 123rd year of Ascendancy at 22:49 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Brokvar the Thalore Archer level 16
29th Dusk 122nd year of Ascendancy at 16:28 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Brokvar the Thalore Archer level 26
2nd Regrowth 123rd year of Ascendancy at 03:21 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Brokvar the Thalore Archer level 30
23rd Regrowth 123rd year of Ascendancy at 09:01 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Brokvar the Thalore Archer level 19
39th Dusk 122nd year of Ascendancy at 18:07 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Brokvar the Thalore Archer level 30
25th Regrowth 123rd year of Ascendancy at 23:52 see stats
Log
You collect a new ingredient: orc heart (1).
Brokvar's Shoot hits Orc cryomancer for 418 physical damage.
Brokvar's Shoot killed Orc cryomancer!
Brokvar activates Concealment.
Brokvar picks up (c.): movement infusion (speed 521%; cd 9).
Talent Steady Shot is ready to use.
Resting starts...
Infusion: Healing is still on cooldown for 6 turns.
Talent Rune: Shatter Afflictions is ready to use.
Infusion: Healing is still on cooldown for 5 turns.
Brokvar stops regenerating health quickly.
Your summoned treant disappears.
Your summoned treant disappears.
Brokvar starts regenerating health quickly.
Talent Infusion: Movement is ready to use.
Talent Called Shots is ready to use.
Infusion: Healing is still on cooldown for 2 turns.
Infusion: Healing is still on cooldown for 1 turns.
Talent Infusion: Healing is ready to use.
Brokvar stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Talent Gift of the Woods is ready to use.
Talent Nature's Pride is ready to use.
Talent Relentless Pursuit is ready to use.
Rested for 48 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.









































































































































