










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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.
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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: 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:
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:
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 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. 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 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 25 / 67% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 14 on the 13rd Haze 122nd year of Ascendancy at 21:53 1 / 5Killed by Urkis, the High Tempest at level 25 on the 60th Pyre 123rd year of Ascendancy at 06:34 Killed by Urkis, the High Tempest at level 25 on the 60th Pyre 123rd year of Ascendancy at 06:52 Killed by Ivydhessra the venom drake at level 25 on the 62nd Pyre 123rd year of Ascendancy at 05:20 Killed by Urkis, the High Tempest at level 25 on the 62nd Pyre 123rd year of Ascendancy at 08:14 |
Primary Stats
| Strength | 67 (base 55) |
| Dexterity | 34 (base 14) |
| Constitution | 66 (base 40) |
| Magic | 13 (base 10) |
| Willpower | 37 (base 22) |
| Cunning | 14 (base 10) |
Resources
| Life | 934/934 |
| Stamina | 184/210 |
| Equilibrium | 20 |
| Healing Factor | 1.4788369623247 |
| Regeneration | 1.8485462029059 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 4 |
| See Stealth | 11 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 51 |
| Crit Chance | 14% |
| APR | 7 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 6.5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Light | +3% |
| Physical | +21% |
| Nature | +9% |
| Arcane | +12% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Blight | +30% |
| Lightning | +20% |
| Physical | +5% |
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 49.723073231957 (96.438666929426%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 6 |
| Physical Save | 45 |
| Spell Save | 26 |
| Mental Save | 34 |
Defense: Resistances
| Blight | + 35%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 36%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 21%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 22%( 70%) |
| Darkness | + 24%( 70%) |
| Mind | + 26%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Teleport Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 401 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous 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: 3 lightning, 4 physical, 3 darkness, 3 nature, 4 arcane |
Class Talents
| Technique / Warcries | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Precise Strikes |
| talent | Elemental Harmony |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed skeleton mage skull. * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed black mamba head. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
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! | done |
Equipment
| On feet | Erelaroddayon the pair of dwarven-steel boots (0 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Dex +4 Con dps ---------- Dmg.mod +9% physical Apr +1 ----- def ----- Armour +8 Fatigue +3% Resists +7% lightning +8% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Emawe the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: Stats +2 Str dps ---------- Crit.mult +5.00% Dmg.mod +12% physical ----- def ----- Mind.save +8 (+4 eff.) Die.at -80.00 life ---------- misc Max.psi +20.00 Light +4 See.Stealth +11 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Malyrolin' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +3 Str +7 Dex +3 Con dps ---------- Dmg.mod +12% arcane Res.pen +10% arcane +10% blight ----- def ----- Armour +3 Fatigue +3% Resists +9% blight Phys.save +21 (+7 eff.) Mind.save +7 (+4 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.6 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| Tool | It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.76 cold and 15.54 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- 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. |
| Around waist | Shimmertorrent1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +4 Cun +7 Lck dps ---------- Res.pen +20% lightning Apr +2 ----- def ----- Armour +8 Resists +6% light Stealth +7 Die.at -20.00 life ---------- misc T.Disarm +10 Stam/turn +3.00 Infravis +4 A belt that goes around your waist. |
| In main hand | Bilefear (20-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Nature Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +8 Con +9 Wil dps ---------- Melee Ret 6 mind 6 nature ----- def ----- Max.HP +18.00 Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
| On hands | Erelodan the Moldsun (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Disrupt While equipped: dps ---------- Dmg.mod +9% lightning +9% nature Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Armour +2 Fatigue +3% Resists +12% blight +10% darkness +7% arcane +3% light Affinity +8% nature Spell.save +11 (+6 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic 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 | Blazewire the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +3% light Res.pen +20% blight ----- def ----- Armour +11 Fatigue +22% Resists +13% mind +3% blight Mind.save +22 (+9 eff.) Max.HP +20.00 HP.reg +1.00 Heal.mod +12% A suit of armour made of metal plates. |
| Cloak | Yvybrenor the Archue (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +2 Con dps ---------- Crit.mult +10.00% Res.pen +5% physical Acc +15 (+5 eff.) ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+8 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
movement infusion of the warrior (speed 626%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 626% 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. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +22% Amulets make your neck look great! |
wanderer's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +3 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! |
copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+3 eff.) Apr +8 ----- def ----- Defense +7 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 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 128% 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! |
psionicist's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+4 eff.) Blind- +22% ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
psionicist's copper ring of the mountain (+10%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical Mind.save +4 (+2 eff.) Rings make your fingers look great! |
titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
steel ring of misery0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 6 physical Ranged+ 5 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 17 On Hit (Ranged): * 11% chance to reduce all saves and defense by 17 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 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 128% 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! |
warrior's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
ash vilestaff 'Betythra' (18-22 power, 3 apr, acid element)5.0 T2 staff 2H weapon Reqs Mag 16 [Random Unique] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Mag +1 Wil dps ---------- Spell.crit +9% Crit.mult +10.00% Spell.pwr +16 (+6 eff.) Dmg.mod +18% acid +3% blight ---------- misc Max.mana +25.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Ce'Nyna (20-24 power, 4 apr, fire 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 +10% Crit.mult +13.00% Spell.pwr +29 (+9 eff.) Dmg.mod +12% acid +20% fire +6% arcane Res.pen +10% blight ----- def ----- Resists +15% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Staff of Bones (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 20.0 - 24.0 Darkness Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+6 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
Vorumiwyn the Torchborn (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature 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 ---------- Phys.crit +4.0% Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +26% fire Acc +10 (+3 eff.) ----- def ----- Armour +6 Defense +13 (+7 eff.) Resists +9% fire ---------- misc Light +4 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 45.13 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. |
River's Fury (23-32 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 3.04 cold damage and 3.20 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. This item has been sent to the Item's Vault. |
plaguebringer's steel greatmaul of crippling (28-43 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego++] Arcane/Master Power 28.5 - 42.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% ----- def ----- Disease- +33% Massive two-handed mauls. It was changed by the digestive sack. This item has been sent to the Item's Vault. |
Glitterwilter the steel waraxe (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +4 darkness On Crit.r2 +12 mind +12 light While equipped: Stats +7 Con +6 Wil dps ---------- Dmg.mod +3% darkness +3% light Melee Ret 6 light ----- def ----- Max.HP +12.00 One-handed war axes. |
Velugaba (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Disrupt Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +3 Str +2 Dex ----- def ----- Resists +9% acid +9% temporal +10% lightning +9% cold +9% fire +5% arcane +3% all Spell.save +7 (+4 eff.) ---------- misc Hate/m.crit +4.00 Light +2 See.Invis +9 Blunt and deadly. |
Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Freezespawner the dwarven-steel waraxe (25-35 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +6% acid +12% cold Apr +2 One-handed war axes. |
Airradiance (8-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 7.5 - 8.2 Nature 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% Melee+ +12 lightning On Crit.r2 +16 light While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +8.00% Mind.pwr +6 (+3 eff.) Res.pen +15% light Melee Ret 8 lightning ----- def ----- Resists +3% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Zubolle the Wintersweep4.0 T2 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +8 cold +4 fire On Hit.r1 +8 cold While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% Dmg.mod +9% cold Acc +9 (+3 eff.) ----- def ----- Resists +9% fire Slings are used to hurl stones or metal shots at your foes. |
quiver of ash arrows of wind (19/19, 19-27 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature Power 19.0 - 26.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 19 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 148 physical damage Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Phoeniximmortal' (21/21, 34-47 power, 11 apr)3.0 T3 arrow ammo [Rare] Nature Power 33.5 - 46.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +6.0% Capacity 21 Proj.spd +200% Ranged+ +27 lightning On Hit.r1 +4 fire On Crit.r2 +12 lightning +12 fire While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
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 (+2 eff.) Rng.Def +8 (+4 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... |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 13.63 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
cured leather armour 'Durachak' (10 def, 7 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +5 Dex +4 Mag +5 Cun dps ---------- S.pwr/crit +10 Dmg.mod +9% arcane ----- def ----- Armour +7 Defense +10 (+5 eff.) Fatigue +7% ---------- misc Mana/turn +0.16 Vim/s.crit +2.00 A suit of armour made of leather. |
steel mail armour 'Icekill' (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +9% blight +3% temporal +3% arcane Res.pen +15% arcane +20% cold ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +7% arcane Spell.save +11 (+6 eff.) A suit of armour made of mail. |
rough leather belt 'Blindbraze'1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Spell.crit +3% Spell.pwr +10 (+4 eff.) Mind.pwr +2 (+1 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Phys.save +6 (+2 eff.) ---------- misc Mana/s.crit +1.00 Max.mana +20.00 A belt that goes around your waist. |
Blackmire the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +2 Wil dps ---------- Res.pen +15% mind On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Defense +1 (+1 eff.) Mind.save +7 (+4 eff.) ---------- misc Max.hate +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blindquell (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +12% light Melee Ret 4 blight ----- def ----- Defense +1 (+1 eff.) Resists +3% fire 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 protection (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +7 (+4 eff.) Phys.save +5 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 38.36 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
cashmere cloak 'Brightarc' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +11 Cun dps ---------- Mind.crit +2% Mind.pwr +10 (+5 eff.) Melee Ret 4 fire ----- def ----- Defense +2 (+1 eff.) Resists +7% acid +7% fire +7% lightning +7% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Puredream' (5 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Str +1 Con dps ---------- Dmg.mod +6% nature Acc +15 (+5 eff.) ----- def ----- Armour +1 Defense +5 (+3 eff.) Resists +5% lightning +5% temporal A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Mardygogen the pair of iron boots (5 def, 9 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Con dps ---------- Res.pen +5% physical ----- def ----- Armour +9 Defense +5 (+3 eff.) Fatigue +2% Resists +6% lightning +6% temporal Die.at -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xybreta (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun dps ---------- Mind.crit +2% On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +5 Fatigue +2% Resists +5% arcane Spell.save +9 (+5 eff.) ---------- misc Max.hate +8.00 Infravis +2 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 'Baludofast' (15 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Crit.mult +15.00% Dmg.mod +8% arcane Res.pen +10% arcane Phasing +30% ----- def ----- Armour +2 Defense +15 (+8 eff.) Disease- +10% Disarm- +20% 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. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +2 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. |
Branedas (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +5 Str +4 Mag dps ---------- Dmg.mod +3% arcane Res.pen +20% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Armour +2 Fatigue +3% ---------- misc Infravis +3 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. |
Turagund the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Str dps ---------- Dmg.mod +12% mind Res.pen +25% physical ----- def ----- Defense +2 (+1 eff.) Resists +12% mind Crit.chn- 5.00% Disease- +20% A pointy cloth hat, very wizardly... |
Chamuregoldir (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Wil +2 Mag dps ---------- S.pwr/crit +2 Res.pen +5% blight ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +6% cold ---------- misc Vim/s.crit +1.00 Breathe water A cap made of leather. |
Scalddare (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Spell.crit +2% Dmg.mod +12% arcane Res.pen +10% fire Phasing +20% ----- def ----- Armour +1 Fatigue +1% Resists +15% fire +7% cold ---------- misc Breathe water A cap made of leather. |
rough leather cap 'Glimmermaim' (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Dex +2 Wil +2 Cun dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +12% light Res.pen +15% light ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Mucusblast (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Wil dps ---------- Mind.pwr +15 (+8 eff.) Melee Ret 2 nature ----- def ----- Armour +3 Fatigue +5% Resists +3% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sunslice the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Spell.crit +3% Res.pen +25% light ----- def ----- Armour +4 Fatigue +4% Phys.save +18 (+6 eff.) Spell.save +6 (+3 eff.) ---------- misc Mana/turn +0.12 Max.vim +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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. |
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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
Crackleransom the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Resists +6% blight Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +13 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. |
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.(93 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Mayoldathra'2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +5% blight Melee Ret 2 blight ----- def ----- Resists +12% acid Max.HP +40.00 ---------- misc 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +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. |
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. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +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. |
Torotogorn [power 200] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +12% lightning +6% light +6% blight Knockbk- +20% Teleport- +20% Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 242 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Chalydil [power 45] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% mind +9% temporal Res.pen +10% mind ----- def ----- Resists +12% temporal Harden the skin for 7 turns increasing armour by 45 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
ash wand of lightning storm [power 170] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 37 lightning damage and will be dazed for 1 turn (185 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of lightning storm 'Eliriathra' [power 188] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Str +5 Con dps ---------- Dmg.mod +6% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ---------- misc Light +3 Infravis +2 Create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (204 total damage) Puts all charms on 15 cooldown 100% to reduce fatigue by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of lightning storm 'Freezeobsidian' [power 290] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +5% mind Melee Ret 8 cold On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Resists +15% mind Create a radius 3 storm for 5 turns. Each turn, creatures within take 63 lightning damage and will be dazed for 1 turn (316 total damage) Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Knox the Cornac Bulwark level 13
2nd Haze 122nd year of Ascendancy at 02:11 see stats
Earth Master
Killed Harkor'Zun.By Knox the Cornac Bulwark level 22
47th Pyre 123rd year of Ascendancy at 00:30 see stats
Exterminator
Killed 1000 creatures.By Knox the Cornac Bulwark level 19
65th Regrowth 123rd year of Ascendancy at 15:50 see stats
Fear me not!
Survived the Fearscape!By Knox the Cornac Bulwark level 19
76th Regrowth 123rd year of Ascendancy at 01:13 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Knox the Cornac Bulwark level 18
8th Regrowth 123rd year of Ascendancy at 19:31 see stats
Level 10
Got a character to level 10.By Knox the Cornac Bulwark level 10
48th Dusk 122nd year of Ascendancy at 19:48 see stats
Level 20
Got a character to level 20.By Knox the Cornac Bulwark level 20
21st Pyre 123rd year of Ascendancy at 08:54 see stats
Size matters
Did over 600 damage in one attack.By Knox the Cornac Bulwark level 24
51st Pyre 123rd year of Ascendancy at 23:53 see stats
The Arena
Unlocked Arena mode.By Knox the Cornac Bulwark level 6
79th Pyre 122nd year of Ascendancy at 02:10 see stats
The secret city
Discovered the truth about mages.By Knox the Cornac Bulwark level 16
78th Haze 122nd year of Ascendancy at 10:24 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Knox the Cornac Bulwark level 19
14th Pyre 123rd year of Ascendancy at 12:30 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Knox the Cornac Bulwark level 18
8th Regrowth 123rd year of Ascendancy at 19:54 see stats
Log
Saving done.
Error while transfering Spinal Cage (5 def, 8 armour) to the online item's vault, please retry later.
Server said: too many entities stored
Saving done.
Error while transfering Rune of the Rift (314.00 temporal damage, removed from time 4 turns) to the online item's vault, please retry later.
Server said: too many entities stored
Saving done.
Error while transfering The Jolt to the online item's vault, please retry later.
Server said: too many entities stored
Saving done.
Error while transfering Frost Treads (1 def, 4 armour) to the online item's vault, please retry later.
Server said: too many entities stored
Saving done.
Saving game...
You transfer plaguebringer's steel greatmaul of crippling (28-43 power, 2 apr) from the online item's vault.
Saving done.
Knox deactivates Shield Wall.
--------------------------------
You transfer Rune of the Rift (298.00 temporal damage, removed from time 4 turns) to the online item's vault.
Saving done.
Saving game...
Saving done.
Saving game...
You transfer River's Fury (23-32 power, 8 apr) from the online item's vault.
Saving done.
You transfer Pyrewilter the voratun shield (0 def, 10 armour, 69-83 power, 199 block) to the online item's vault.
Saving done.
Saving game...
Saving done.










































































































