











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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 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 Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Embers of Rage 1.7.4Official Expansion!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 | Halfling |
| Class | Rogue |
| Level / Exp | 22 / 8% |
| Size | small |
| Lifes / Deaths | Killed by The Shade at level 7 on the 2nd Mirth 122nd year of Ascendancy at 03:33 0 / 6Killed by elven tempest at level 10 on the 10th Flare 122nd year of Ascendancy at 16:59 Killed by skeleton magus at level 19 on the 35th Haze 122nd year of Ascendancy at 14:42 Killed by Poltergeist Spellcrusher at level 20 on the 37th Haze 122nd year of Ascendancy at 00:46 Killed by onilug at level 21 on the 39th Haze 122nd year of Ascendancy at 17:02 Killed by orc necromancer at level 22 on the 40th Haze 122nd year of Ascendancy at 01:37 |
Primary Stats
| Strength | 21 (base 15) |
| Dexterity | 64 (base 49) |
| Constitution | 33 (base 15) |
| Magic | 16 (base 10) |
| Willpower | 37 (base 10) |
| Cunning | 75 (base 36) |
Resources
| Life | -29/605 |
| Stamina | 230/230 |
| Healing Factor | 1.1789294477288 |
| Regeneration | 2.6525912573897 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -990 |
| Infravision | 7 |
| See Stealth | 60.812433091029 |
| See Invisible | 60.812433091029 |
| Stealth | 67 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 51 |
| Crit Chance | 40% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 64 |
| Accuracy | 51 |
| Crit Chance | 40% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +25% |
| Lightning | +35% |
| Light | +15% |
| Temporal | +6% |
| Darkness | +15% |
| Arcane | +28% |
| Fire | +49% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Temporal | +10% |
| Cold | +25% |
| Arcane | +40% |
| Fire | +47% |
| Lightning | +25% |
Defense: Base
| Armour (hardiness) | 18 (51.69962066283%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 24 |
| Mental Save | 50 |
Defense: Resistances
| Mind | + 15%( 70%) |
| Lightning | + 9%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 6%( 70%) |
| Darkness | + 33%( 70%) |
| Physical | + 10%( 70%) |
| Fire | + 37%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 179 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 blight, 4 physical, 3 light, 3 lightning |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 315 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 4/5 |
Effects
| talent | Stealth |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Filio Flightfond. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by saw horror. Escort: lost warrior (level 4 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed warg claw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | wanderer's pair of hardened leather boots of evasion (4 def, 3 armour)2.0 T3 feet armor [Ego++] Master While equipped: Stats +2 Cun +1 Con ----- def ----- Armour +3 Defense +4 (+2 eff.) Phys.save +12 (+6 eff.) Mind.save +10 (+3 eff.) Evasion: (Instant) Puts all charms on 24 cooldown Level 3.9 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 33 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 104, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 168). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 220.80 darkness damage (based on Mindpower and charge). Uses 8 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Crown of Command (3 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +7 Str +10 Wil +7 Cun +3 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 48 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
| On hands | Shocksun the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Dex dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 8 lightning Dmg.mod +10% lightning +3% arcane Res.pen +15% arcane Acc +12 (+4 eff.) ----- def ----- Armour +2 Resists +9% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | ash wand of shielding 'Shadeobeisance' [power 188] (14/16 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% temporal Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Resists +6% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | psionicist's gold ring of fire (+20%)0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +6 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Mind.save +12 (+4 eff.) Rings make your fingers look great! |
| Around neck | wanderer's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
| In main hand | elemental dwarven-steel dagger of massacre (25-32 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 19 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +7% fire Res.pen +11% fire Sharp, short and deadly. |
| Around waist | Hathyldil the hardened leather belt1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Con +1 Wil dps ---------- Crit.mult +10.00% Res.pen +10% temporal ----- def ----- Resists +2% physical Mind.save +8 (+2 eff.) Max.HP +60.00 ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
| In off hand | elemental dwarven-steel dagger of evisceration (19-25 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Arcane/Master Power 19.0 - 24.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 19 fire damage (1/turn) On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +7 (+2 eff.) Dmg.mod +7% fire Res.pen +11% fire Sharp, short and deadly. |
| Cloak | Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +15% mind Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.3 Pwr.cost 8 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 49 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
| Main armor | prismatic reinforced leather armour of fire resistance (12 def, 7 armour)9.0 T4 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +17% fire +13% light +13% darkness A suit of armour made of leather. |
Inventory
shielding rune (absorb 82; dur 3; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 82 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
wanderer's copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Dex +7 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
rogue's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Max.HP +21.00 Disarm- +21% Pinning- +22% Knockbk- +20% Rings make your fingers look great! |
steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Rings make your fingers look great! |
steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 10 light Ranged+ 11 light Dmg.mod +12% light Rings make your fingers look great! |
titan's stralite ring of frost (+28%)0.1 T4 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +14% cold ----- def ----- Resists +28% cold Phys.save +8 (+4 eff.) Rings make your fingers look great! |
treant's steel ring of nature (+27%)0.1 T2 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +27% nature +6% blight Poison- +13% Disease- +13% Rings make your fingers look great! |
Filthripper the steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 12.0 - 15.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 mind While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Dmg.mod +9% mind Acc +6 (+2 eff.) Melee Ret 4 mind On Hit (Melee): * 10% chance to slow global speed by 55% * 10% chance to reduce all saves and defense by 28 ----- def ----- Resists +15% acid Sharp, short and deadly. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
acidic stralite dagger of daylight (29-38 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Arcane Power 29.0 - 37.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +11 light Against +7% Undead On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Sharp, short and deadly. |
steel dagger of massacre (20-25 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 19.5 - 25.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
acidic steel greatmaul (26-40 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 26.5 - 39.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Massive two-handed mauls. |
truestriking stralite greatmaul of persecution (56-84 power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego+] Disrupt/Master Power 56.0 - 84.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Against +7% Unnatural While equipped: Stats +5 Wil dps ---------- Res.pen +12% physical Acc +12 (+4 eff.) Apr +12 Massive two-handed mauls. |
mighty elven-wood longbow of piercing4.0 T4 longbow 2H weapon [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +5 Str dps ---------- Phys.pwr +11 (+3 eff.) Res.pen +9% all Acc +20 (+6 eff.) Apr +8 Longbows are used to shoot arrows at your foes. |
acidic steel mace of erosion (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Nature Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 nature On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Blunt and deadly. |
flaming stralite mace of massacre (40-56 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego] Arcane/Master Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit.r1 +6 fire Blunt and deadly. |
gifted thorny mindstar of life (8-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature 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% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+3 eff.) ----- def ----- Max.HP +17.00 HP.reg +1.00 ---------- 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. |
nature's pulsing mindstar of flames (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) All.spd +4% Melee+ 16 fire Dmg.mod +3% nature +8% fire Res.pen +4% fire ----- def ----- Resists +6% blight +7% fire Disease- +14% ---------- 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. |
mighty reinforced leather sling of lightning4.0 T4 sling 1H weapon [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +18 lightning While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +15% lightning Slings are used to hurl stones or metal shots at your foes. |
ash magestaff of invocation (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +12 (+8 eff.) S.pwr/crit +6 Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 14.04 to 16.84 lightning damage Puts all charms on 7 cooldown Staves designed for wielders of magic, by the greats of the art. |
infernal ash magestaff (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +17.00% Spell.pwr +11 (+7 eff.) Melee+ 19 fire Dmg.mod +15% cold ---------- misc See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew magestaff of might (24-29 power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +11 (+7 eff.) Dmg.mod +24% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing steel waraxe of massacre (22-30 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 19 damage One-handed war axes. |
balanced dwarven-steel waraxe of corruption (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane/Master Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: 20% Curse of Vulnerability 3 While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +8 (+3 eff.) Disarm- +28% One-handed war axes. |
elemental stralite waraxe (30-42 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Arcane Power 30.0 - 42.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * Create an explosion dealing 19 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +13% fire Res.pen +17% fire One-handed war axes. |
thought-forged stralite waraxe of evisceration (34-48 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Master/Psionic Power 34.5 - 48.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +5 mind On Hit: * 13% chance to reduce all saves and defense by 28 On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Cun +2 Wil dps ---------- Phys.crit +9.0% Phys.pwr +9 (+3 eff.) One-handed war axes. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +10 (+4 eff.) Stealth +6 A belt that goes around your waist. |
blurring rough leather belt of recklessness1.0 T1 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +6.00% Phys.pwr +3 (+1 eff.) ----- def ----- Defense +9 (+3 eff.) Stealth +6 A belt that goes around your waist. |
noble's hardened leather belt1.0 T3 belt armor [Ego+] Master While equipped: Stats +3 Cun +5 Wil dps ---------- Against +29% Summoned ----- def ----- D.Red.from +23% Summoned A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
thick linen cloak of the guardian (7 def, 10 armour)2.0 T1 cloak armor [Ego+] Master While equipped: ----- def ----- Armour +10 Defense +7 (+3 eff.) Resists +10% cold Phys.save +11 (+6 eff.) Spell.save +11 (+6 eff.) Mind.save +11 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature +13% all Phys.save +15 (+8 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +9% blight +11% all Max.HP +41.00 HP.reg +1.90 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of blight (+11%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+3 eff.) Dmg.mod +11% blight ----- def ----- Resists +11% blight +11% all Spell.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +16% nature ----- def ----- Resists +13% all Poison- +20% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mayynn the Blizzardserpent (10 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% cold Res.pen +15% cold Melee Ret 8 blight ----- def ----- Armour +3 Defense +10 (+4 eff.) Resists +6% light +12% cold Evasion: (Instant) Puts all charms on 24 cooldown Level 2.6 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Obsidiantaint (2 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Acc +10 (+3 eff.) On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Armour +1 Defense +2 (+1 eff.) Resists +6% blight +1% physical +9% darkness ---------- misc Max.stam +10.00 A pair of boots made of leather. |
pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
restorative pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Nature/Master While equipped: Stats +2 Str +4 Con ----- def ----- Armour +3 HP.reg +4.00 Heal.mod +12% Rush: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Normal] While equipped: ----- 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. |
bladed dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +7 Str ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 71.8 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of might (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
spellwoven cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Con dps ---------- Spell.crit +3% Spell.pwr +3 (+3 eff.) Dmg.mod +8% arcane ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +0.15 Arcane Eye: (Instant) Puts all charms on 8 cooldown Level 5.0 Pwr.cost 8 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
stabilizing cashmere wizard hat of balance (2 def, 0 armour)2.0 T3 head armor [Ego] Master/Psionic While equipped: Stats +5 Wil ----- def ----- Defense +2 (+1 eff.) Phys.save +7 (+4 eff.) ---------- misc Equi/ret +1.30 Psi/ret +0.70 Hate/ret +1.30 A pointy cloth hat, very wizardly... |
dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +20.00 HP.reg +2.00 Heal.mod +12% A suit of armour made of mail. |
prismatic dwarven-steel mail armour of stability (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +7% physical +11% light +12% darkness Phys.save +12 (+6 eff.) A suit of armour made of mail. |
radiant dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature/Psionic While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +13% blight +16% darkness +6% mind Mind.save +13 (+4 eff.) ---------- misc Light +1 A suit of armour made of mail. |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+3 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
cured leather armour of the deep (6 def, 6 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +6 (+2 eff.) Fatigue +7% Resists +7% acid +6% cold ---------- misc Breathe water A suit of armour made of leather. |
enlightening stralite plate armour of temporal resistance (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +13 Fatigue +22% Resists +19% temporal Mind.save +12 (+4 eff.) A suit of armour made of metal plates. |
dwarven-steel shield (0 def, 6 armour, 80 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
stralite shield of shrapnel (0 def, 8 armour, 136.5 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 166 physical damage over 5 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
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. |
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. |
3 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. |
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 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 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. |
2 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 focus2.0 T1 lite [Ego] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 24 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 162 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
high-capacity pouch of steel shots of crippling (38/38, 22-26 power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 38 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of paradox (17/17, 32-39 power, 3 apr)3.0 T3 shot ammo [Ego] Arcane Power 32.5 - 39.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 17 Ranged+ +5 temporal On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
Radiancemire [power 105] (14/12 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +10% acid On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Resists +3% acid +3% mind ---------- misc Light +3 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 12 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
powerful dwarven-steel torque of mindblast [power 220] (14/12 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 220 mind damage and silencing them for 4 turns Puts all charms on 12 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of thorny skin [power 15] (14/16 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 16 cooldown Natural totems are made by powerful wilders to store nature power. |
6 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. |
Betyta the Oozewend [power 122] (14/16 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Spell.crit +1% Spell.pwr +10 (+7 eff.) Res.pen +5% blight On Hit (Melee): * 10% chance to slow global speed by 55% ---------- misc Max.vim +40.00 Wards +3 arcane +3 cold +3 nature +2 fire Talents +1 Ward Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
7 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. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Dorb the Halfling Rogue level 13
36th Dusk 122nd year of Ascendancy at 15:22 see stats
Exterminator
Killed 1000 creatures.By Dorb the Halfling Rogue level 19
35th Haze 122nd year of Ascendancy at 21:56 see stats
Level 10
Got a character to level 10.By Dorb the Halfling Rogue level 10
5th Flare 122nd year of Ascendancy at 05:00 see stats
Level 20
Got a character to level 20.By Dorb the Halfling Rogue level 20
36th Haze 122nd year of Ascendancy at 06:08 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dorb the Halfling Rogue level 14
38th Dusk 122nd year of Ascendancy at 09:20 see stats
The secret city
Discovered the truth about mages.By Dorb the Halfling Rogue level 14
45th Dusk 122nd year of Ascendancy at 22:44 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Dorb the Halfling Rogue level 14
37th Dusk 122nd year of Ascendancy at 07:57 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Dorb the Halfling Rogue level 20
37th Haze 122nd year of Ascendancy at 10:42 see stats
Log
Dreadmaster casts Phase Door.
Armoured skeleton warrior notices you at the last moment!
Dorb performs a melee critical strike against Armoured skeleton warrior!
Armoured skeleton warrior is weakened by the darkness!
Dorb's spell attains critical power!
Armoured skeleton warrior briefly catches sight of you!
Dorb deflects the projectile from Orc necromancer to the east!
Dorb performs a melee critical strike against Armoured skeleton warrior!
Dorb's spell attains critical power!
Orc necromancer deactivates Hiemal Shield.
Armoured skeleton warrior briefly catches sight of you!
Armoured skeleton warrior uses Bone Armour.
A shield forms around armoured skeleton warrior.
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Dorb hits Something for 19 fire, 15 cold, 16 lightning, 16 arcane, 19 fire, 15 cold, 16 lightning, 16 arcane (131 total damage).
Dorb hits Orc necromancer for (15 absorbed), 8 fire, (12 absorbed), 6 cold, (12 absorbed), 6 lightning, (13 absorbed), 6 arcane, (15 absorbed), 8 fire, (2 absorbed), 16 cold, 17 lightning, 19 arcane (86 total damage).
Dorb hits Polar bear for 21 fire, 5 cold, 22 lightning, 20 arcane, 21 fire, 5 cold, 22 lightning, 20 arcane (136 total damage).
Dorb hits Armoured skeleton warrior for 20 fire, 12 cold, 15 lightning, 17 arcane, 20 fire, 12 cold, 15 lightning, 17 arcane (128 total damage).
Dorb hits Skeleton master archer for 20 fire, 17 cold, 16 lightning, 17 arcane, 20 fire, 17 cold, 16 lightning, 17 arcane (142 total damage).
Dorb hits Armoured skeleton warrior for 39 fire, 31 cold, 32 lightning, 33 arcane, 3 fire, 2 cold, 2 lightning, 2 arcane, 20 fire, 16 cold, 17 lightning, 17 arcane, 27 fire, 22 cold, 22 lightning, 23 arcane, 3 fire, 2 cold, 2 lightning, 2 arcane, 20 fire, 16 cold, 17 lightning, 17 arcane (388 total damage).
Orc necromancer casts Lord of Skulls.
Armoured skeleton warrior becomes the Lord of Skulls!
Orc necromancer roars triumphantly.
Orc necromancer's Hiemal Shield hits Dorb for 33 cold damage.
Lord of Skulls (warrior) receives 860 healing.
Dorb the level 22 halfling rogue was iced to death by an orc necromancer on level 5 of Dreadfell.
You end your Shadow Dance.
Stealth is still on cooldown for 8 turns.

























































































































