











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Player AI 1.5.10Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- 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:
Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Items Vault 1.7.6Donators/Buyers bonus! Display class 1.7.0Display class icon on top off enemies Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 | Insane Adventure |
| Sex | Male |
| Race | Krog |
| Class | Marauder |
| Level / Exp | 24 / 81% |
| Size | big |
| Lifes / Deaths | Killed by Ivolaith the large brown snake at level 11 on the 6th Dusk 122nd year of Ascendancy at 05:29 0 / 7Killed by Ivolaith the large brown snake at level 11 on the 6th Dusk 122nd year of Ascendancy at 06:50 Killed by Mayevea the polar bear at level 17 on the 50th Dusk 122nd year of Ascendancy at 09:23 Killed by ultimate telugoroth at level 23 on the 27th Haze 122nd year of Ascendancy at 18:42 Killed by Emelotta the ultimate teluvorta at level 23 on the 27th Haze 122nd year of Ascendancy at 19:50 Killed by Glyralle the temporal stalker at level 24 on the 30th Haze 122nd year of Ascendancy at 02:16 Killed by Glyralle the temporal stalker at level 24 on the 30th Haze 122nd year of Ascendancy at 03:26 |
| Antimagic | Follower |
Primary Stats
| Strength | 64 (base 54) |
| Dexterity | 51 (base 30) |
| Constitution | 30 (base 17) |
| Magic | 8 (base 10) |
| Willpower | 18 (base 12) |
| Cunning | 39 (base 21) |
Resources
| Life | -326/834 |
| Stamina | 130/224 |
| Equilibrium | 0 |
| Healing Factor | 1.2792147729953 |
| Regeneration | 16.949595742188 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 104 |
| Accuracy | 60 |
| Crit Chance | 21% |
| APR | 30 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 77 |
| Accuracy | 60 |
| Crit Chance | 26% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Blight | +30% |
| Physical | +10% |
| All | 0% |
| Nature | +5% |
Offense: Damage Penetration
| All | 0% |
| Blight | +25% |
| Physical | +25% |
| Cold | +45% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 58 (30%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 4 |
| Physical Save | 35 |
| Spell Save | 27 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 16%( 70%) |
| Physical | + 29%( 70%) |
| Cold | + 32%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 13%( 70%) |
| Light | + 22%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 86% |
| Confusion Resistance | 54% |
| Pinning Resistance | 23% |
| Disarm Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 36% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 609% 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: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Bloodthirst | 1.00 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.50 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
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 3 of Trollmire. Escort: lone alchemist (level 3 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 Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Cunning 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed warg claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
Equipment
| On feet | Zanihir the pair of hardened leather boots (0 def, 13 armour)2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +13 Fatigue -3% Spell.save +3 (+1 eff.) Die.at -40.00 life Max.HP +80.00 HP.reg +4.00 Knockbk- +10% ---------- misc Stam/turn +2.00 Second Wind: (Instant) Puts all charms on 60 cooldown Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 41 stamina. The stamina recovery improves with your Strength and Willpower. A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Skullcr.mult +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Frostsquall the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +4 Dex dps ---------- Melee+ 7 nature Dmg.mod +5% nature Res.pen +5% cold Acc +11 (+3 eff.) Apr +7 ----- def ----- Armour +2 Resists +7% nature +6% blight Phys.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Disarm- +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel pickaxe of the Iron Throne (dig speed 16 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Max.HP +22.00 ---------- misc Max.stam +21.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Tulakalthokor the steel ring0.1 T2 ring jewelry [Rare] While equipped: dps ---------- On Hit (Melee): * 6% chance to cause random gloom On Hit (Ranged): * 7% chance to reduce armor by 13% ----- def ----- Defense +15 (+5 eff.) Resists +3% blight +9% cold Crit.chn- 5.00% Mind.save +7 (+4 eff.) Max.HP +40.00 Confus- +20% Rings make your fingers look great! |
| On fingers | Aeremnir the Earthjeer0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% Res.pen +5% nature Apr +4 ----- def ----- Armour +4 Fatigue -4% Spell.save +10 (+5 eff.) Max.HP +20.00 Disarm- +20% Pinning- +23% Knockbk- +26% ---------- misc Max.enc +20 Max.stam +14.00 Rings make your fingers look great! |
| Around neck | wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
| In main hand | dwarven-steel mace 'Floebrace' (38-52 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 37.5 - 52.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +30% blight Res.pen +25% blight +15% cold ----- def ----- Resists +12% cold Blunt and deadly. |
| Around waist | Bleakprophet1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Melee Ret 4 darkness ----- def ----- Defense +10 (+3 eff.) Resists +6% acid +6% fire +6% lightning +6% cold Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
| In off hand | Blood-Letter (33-46 power, 4.5 apr)3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
| Cloak | Tundramaster the cashmere cloak (22 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +25% physical +5% cold ----- def ----- Defense +22 (+7 eff.) Resists +16% light +11% fire Stealth +11 Die.at -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. |
| Main armor | volcanic hardened leather armour of Eyal (9 def, 13 armour)9.0 T3 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +13 Defense +9 (+3 eff.) Fatigue +8% Resists +16% fire +15% physical Max.HP +25.00 HP.reg +4.00 Heal.mod +12% A suit of armour made of leather. |
Inventory
Blood of Undeath0.4 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. |
copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
grounding copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
vitalizing copper amulet of mastery (0.10 Cunning / Poisons)0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +30.00 HP.reg +1.00 ---------- misc Masteries +0.10 Cunning/Poisons Amulets make your neck look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Scumrend the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str +2 Dex +6 Cun dps ---------- Res.pen +15% nature +15% light ----- def ----- Armour +8 Rings make your fingers look great! |
Uryruiredir0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Wil +5 Con dps ---------- Dmg.mod +6% mind Melee Ret 11 nature 13 mind ----- def ----- Phys.save +10 (+5 eff.) Blind- +26% ---------- misc Light +3 Infravis +8 See.Stealth +7 See.Invis +12 Rings make your fingers look great! |
psionicist's gold ring of corrosion (+24%)0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Mind.save +6 (+3 eff.) Rings make your fingers look great! |
Blindfury the yew vilestaff (20-24 power, 4 apr, acid element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +13.00% Spell.pwr +9 (+9 eff.) Dmg.mod +20% acid +15% fire +15% darkness Res.pen +30% darkness +10% temporal Melee Ret 8 darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Winteroracle (25-30 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +3% Crit.mult +10.00% Spell.pwr +13 (+12 eff.) Dmg.mod +15% cold +6% mind +25% physical Apr +5 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of fate (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +9 (+9 eff.) Dmg.mod +20% physical ----- def ----- Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +5 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding elven-wood starstaff of illumination (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +4% Spell.pwr +19 (+15 eff.) Dmg.mod +25% light ----- def ----- Defense +8 (+2 eff.) HP.reg +0.80 Heal.mod +18% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 45.80 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
blessed dwarven-steel greatsword of massacre (46-74 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 46.0 - 73.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance to afflict the target with Lightburn, causing 15 Light damage over 5 turns and reduces their armor by 2 for the duration. While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +12% light Massive two-handed swords. |
balanced iron longsword (12-18 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Disarm- +21% Sharp, long, and deadly. |
iron longsword of massacre (16-22 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
arcing dwarven-steel longsword of banishment (23-32 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Arcane Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Against +8% Horror +10% Demon On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Strike your target with a blast of Arcane energy dealing 26 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. While equipped: dps ---------- Crit.mult +13.00% Sharp, long, and deadly. |
iron mace 'Beychak' (20-27 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +1 Cun dps ---------- Mind.crit +4% ----- def ----- Armour +16 Resists +5% arcane Spell.save +6 (+3 eff.) Blind- +20% Blunt and deadly. |
Thunderstruck (34-48 power, 5 apr) Thunderstruck (34-48 power, 5 apr)3.0 T2 mace 1H weapon [Unique] Master Power 34.0 - 47.6 Physical Uses 80% Str, 30% Dex Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +10.0% Atk.spd 100% On Hit.r1 +6 physical On Crit.r2 +11 lightning On Hit: * 25% chance to unleash a greater blast of thunderous power, dealing 54.59 lightning damage (based on Strength), potentially knocking the target back. A charred and blackened wooden club, struck by some otherworldly lightning and imbued with unpredictable power. |
thought-forged steel mace of massacre (19-27 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Master/Psionic Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 mind On Hit: * 10% chance to reduce all saves and defense by 17 While equipped: Stats +1 Cun +2 Wil Blunt and deadly. |
iron waraxe 'Cobrawarden' (13-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 acid On Hit.r1 +12 acid While equipped: dps ---------- Res.pen +15% acid +5% nature +6% all Acc +7 (+2 eff.) Apr +6 Melee Ret 4 nature 2 acid On Hit (Melee): * 10% chance to reduce armor by 13% One-handed war axes. |
iron waraxe 'Pusarc' (11-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Disrupt Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 nature +4 physical Against +8% Unnatural While equipped: Stats +2 Wil dps ---------- Phys.crit +2.0% Dmg.mod +9% physical ----- def ----- Phys.save +3 (+1 eff.) ---------- misc Stam/turn +2.00 One-handed war axes. |
balanced iron dagger of massacre (16-20 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 15.5 - 20.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Disarm- +21% Sharp, short and deadly. |
iron dagger (11-14 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (9-12 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 9.0 - 11.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
steel dagger 'Berahir' (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Arcane Power 13.0 - 16.9 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +8 acid On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +6 Con ----- def ----- Resists +6% lightning +15% mind Phys.save +12 (+5 eff.) Sharp, short and deadly. |
Arylaith the Floegasher (16-21 power, 14 apr)1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 16.0 - 20.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +6.0% Atk.spd 100% Melee+ +4 cold Against +9% Undead +7% Demon +13% Horror On Hit.r1 +12 lightning On Crit: * Sunder's the enemy's weapon for 5 turns. While equipped: dps ---------- Crit.mult +29.00% Dmg.mod +12% cold Melee Ret 4 lightning Sharp, short and deadly. |
Lavareign the thorny mindstar (8-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Power 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +12 fire While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +10% lightning +22% fire +15% light +14% cold ----- def ----- Resists +6% light +6% temporal Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Flamesaw the yew longbow4.0 T3 longbow 2H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +17 light On Hit.r1 +4 blight While equipped: Stats +2 Str dps ---------- Dmg.mod +18% blight +12% fire Melee Ret 6 fire ---------- misc Infravis +3 Longbows are used to shoot arrows at your foes. |
sundering hardened leather sling4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Apr +8 Atk.spd 100% Range +8 On Crit: * Sunder's the enemy's weapon for 5 turns. Slings are used to hurl stones or metal shots at your foes. |
reinforced dwarven-steel shield of the occult (0 def, 10 armour, 128 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 20% chance to use Mystical Recovery and lower the cooldown of up to 2 spell, chronomancy, or celestial talent(s). This effect has a 20 turn cooldown. ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Cooldown Block -1 Handheld deflection devices. |
shocking dwarven-steel shield of resistance (0 def, 6 armour, 78 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 13 lightning Melee Ret 3 lightning ----- def ----- Armour +6 Fatigue +8% Resists +7% acid +5% fire +7% lightning +5% cold ---------- misc Talents +1 Block Handheld deflection devices. |
destroyer's cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: dps ---------- Crit.mult +20.00% Spell.pwr +15 (+13 eff.) Dmg.mod +10% all Res.pen +5% all ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+3 eff.) Dmg.mod +5% acid +10% physical +8% fire +5% cold ----- def ----- Resists +11% acid +16% physical +11% fire +12% cold +11% all Spell.save +18 (+9 eff.) ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
rough leather armour of resilience (3 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +21.00 A suit of armour made of leather. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
rejuvenating cured leather armour of lightning resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +17% lightning HP.reg +3.90 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
Voruwen the hardened leather armour (23 def, 10 armour)9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +4 Str +6 Dex +4 Cun +4 Con dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +10 Defense +23 (+7 eff.) Fatigue +8% Resists +7% acid +7% cold +6% darkness Phys.save +8 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Confus- +10% ---------- misc Breathe water A suit of armour made of leather. |
marauder's hardened leather armour (13 def, 6 armour)9.0 T3 light armor [Ego+] Master While equipped: Stats +5 Str +5 Dex ----- def ----- Armour +6 Defense +13 (+4 eff.) Fatigue +8% Phys.save +8 (+4 eff.) A suit of armour made of leather. |
impenetrable steel mail armour of lightning resistance (2 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +13 Defense +2 (+0 eff.) Fatigue +12% Resists +19% lightning A suit of armour made of mail. |
impenetrable steel mail armour of resilience (2 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +13 Defense +2 (+0 eff.) Fatigue +12% Max.HP +26.00 A suit of armour made of mail. |
battle-worn dwarven-steel mail armour of the deep (3 def, 11 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +5 Str +4 Dex ----- def ----- Armour +11 Defense +3 (+1 eff.) Fatigue +12% Resists +6% acid +7% cold Phys.save +13 (+6 eff.) ---------- misc Breathe water A suit of armour made of mail. |
Heatwilter (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.crit +5% Crit.mult +10.00% Res.pen +10% mind Melee Ret 4 acid 10 fire On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Armour +9 Fatigue +22% Resists +22% acid Mind.save +3 (+2 eff.) A suit of armour made of metal plates. |
Brodugandur the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +5% physical Apr +4 ----- def ----- Resists +3% mind Phys.save +6 (+3 eff.) ---------- misc Max.stam +10.00 A belt that goes around your waist. |
Poryrin the Ravenblur1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.crit +1.0% On Hit (Melee): * 10% chance to reduce damage dealt by 14% * 20% chance to reduce armor by 13% ----- def ----- Defense +8 (+2 eff.) Stealth +6 A belt that goes around your waist. |
Tarralar (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.crit +2% Dmg.mod +6% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Defense +1 (+0 eff.) Resists +6% mind Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Eldoral (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sunvengeance the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +7 Cun +3 Wil dps ---------- Crit.mult +15.00% Melee Ret 2 mind ----- def ----- Armour +1 Resists +3% light Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.12 A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
insulating pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +5% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Zestir' (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +4 Mag +1 Con dps ---------- Dmg.mod +3% mind Res.pen +20% temporal On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Armour +2 HP.reg +6.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +1.40 Max.stam +28.00 See.Invis +9 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. |
corrosive dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 5 acid Dmg.mod +4% acid ----- def ----- Armour +2 Fatigue +3% Resists +5% acid 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. |
heroic dwarven-steel gauntlets of butchering (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Acc +7 (+2 eff.) Apr +7 ----- def ----- Armour +6 Fatigue +3% Resists +5% blight Spell.save +17 (+8 eff.) Mind.save +6 (+3 eff.) Max.HP +49.00 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. |
hardened leather cap 'Blasttrial' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +9% lightning Res.pen +10% mind ----- def ----- Armour +3 Fatigue +3% Resists +5% physical +6% light +6% cold Max.HP +60.00 Disease- +10% A cap made of leather. |
miner's hardened leather cap of trickery (0 def, 6 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +6 Fatigue +3% ---------- misc Infravis +2 A cap made of leather. |
Urodudegas (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Apr +4 ----- def ----- Armour +5 Fatigue +5% Resists +1% physical Max.HP +20.00 ---------- misc Talents +1 Bastion Bastion: Passive - Increases Physical, Mind, and Spell Saves by 4.81 per each enemy you can see in a radius of 2. The increase is based on the average of your Dexterity, Magic, and Willpower stats. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shockschism the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Mag dps ---------- Dmg.mod +18% arcane Melee Ret 10 lightning ----- def ----- Armour +4 Fatigue +4% Resists +6% lightning Crit.chn- 10.00% Phys.save +12 (+5 eff.) ---------- misc Mana/s.crit +2.00 Max.mana +40.00 Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.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. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.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. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
346 alchemist agate0.0 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +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. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc 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. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
iron pickaxe 'Duathelmaim' (dig speed 40 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +6% nature Melee Ret 6 physical ----- def ----- Resists +3% lightning +11% nature +6% blight While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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. |
Achievements
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Nsdosa the Krog Marauder level 16
43rd Dusk 122nd year of Ascendancy at 03:26 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Nsdosa the Krog Marauder level 23
27th Haze 122nd year of Ascendancy at 00:21 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Nsdosa the Krog Marauder level 22
25th Haze 122nd year of Ascendancy at 19:52 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Nsdosa the Krog Marauder level 10
4th Mirth 122nd year of Ascendancy at 20:44 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Nsdosa the Krog Marauder level 20
10th Haze 122nd year of Ascendancy at 06:36 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Nsdosa the Krog Marauder level 24
28th Haze 122nd year of Ascendancy at 22:07 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Nsdosa the Krog Marauder level 10
7th Mirth 122nd year of Ascendancy at 23:22 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Nsdosa the Krog Marauder level 22
25th Haze 122nd year of Ascendancy at 15:39 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Nsdosa the Krog Marauder level 15
34th Dusk 122nd year of Ascendancy at 08:27 see stats
Log
Cyrukira the void horror casts Energy Absorption.
Nsdosa's Infusion: Wild is disrupted by the Energy Absorption!
Nsdosa's Skullcracker is disrupted by the Energy Absorption!
Nsdosa's Drake-Infused Blood is disrupted by the Energy Absorption!
Attacked by unseen enemy! AI Stopping!
Attacked by unseen enemy! AI Stopping!
Nsdosa slows down.
Nsdosa is no longer pinned.
Agony from Glyralle the temporal stalker hits Nsdosa for 77 mind damage.
Void Echoes from Emeleth the void horror hits Nsdosa for 80 mind damage.
Glyralle the temporal stalker uses Feed.
Nsdosa uses Heartseeker.
Attacked by unseen enemy! AI Stopping!
Attacked by unseen enemy! AI Stopping!
Attacked by unseen enemy! AI Stopping!
Attacked by unseen enemy! AI Stopping!
Melee retaliation hits Nsdosa for 9 temporal, 9 darkness, 8 temporal, 9 darkness (36 total damage).
Nsdosa hits Emeleth the void horror for (22 parried), (18 dissipated), 77 physical, (1 dissipated), 3 fire, (2 dissipated), 4 nature, (1 dissipated), 2 physical, (22 parried), (17 dissipated), 39 cold, (13 dissipated), 31 physical (155 total damage).
Nsdosa killed Emeleth the void horror!
Void shard misses Nsdosa.
Cyrukira the void horror casts Entropy.
Nsdosa shrugs off Cyrukira the void horror's 'Entropy'!
Attacked by unseen enemy! AI Stopping!
Attacked by unseen enemy! AI Stopping!
Talent Disengage is ready to use.
Agony from Glyralle the temporal stalker hits Nsdosa for 170 mind damage.
Void Echoes from Emeleth the void horror hits Nsdosa for 34 mind damage.
Nsdosa the level 24 krog marauder was psyched to death by Glyralle the temporal stalker on level 3 of Temporal Rift.
Nsdosa no longer revels in blood quite so much.



































































































































