









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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.
Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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: 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Oozemancer |
| Level / Exp | 46 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by Isluda the ghoulking at level 29 on the 70th Regrowth 123rd year of Ascendancy at 11:51 / 2Killed by Bethynne the orc archer at level 46 on the 4th Decay 123rd year of Ascendancy at 10:12 |
| Antimagic | Follower |
Primary Stats
| Strength | 25 (base 12) |
| Dexterity | 55 (base 41) |
| Constitution | 58 (base 38) |
| Magic | 14 (base 9) |
| Willpower | 105 (base 61) |
| Cunning | 99.000000000001 (base 60) |
Resources
| Life | -249/1274 |
| Equilibrium | 76 |
| Healing Factor | 1.4701339505267 |
| Regeneration | 23.460559903518 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +109% |
Vision
| Sight | 10 |
| Lite | 16 |
| Infravision | 4 |
| See Stealth | 12 |
| See Invisible | 20 |
Offense: Mainhand
| Damage | 118 |
| Accuracy | 57 |
| Crit Chance | 33% |
| APR | 56 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 108 |
| Accuracy | 57 |
| Crit Chance | 33% |
| APR | 56 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 92 |
| Crit Chance | 67% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +28% |
| Light | +9% |
| Nature | +87% |
| Lightning | +9% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Light | +15% |
| Fire | +13% |
| Physical | +10% |
| Cold | +10% |
| Nature | +54% |
Defense: Base
| Armour (hardiness) | 21 (59.823135475018%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 52 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 46%( 70%) |
| Arcane | + 46%( 70%) |
| Cold | + 30%( 70%) |
| All | + 28%( 70%) |
| Lightning | + 30%( 70%) |
| Darkness | + 34%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 65% |
| Confusion Resistance | 37% |
| Instadeath Resistance | 100% |
| Poison Resistance | 65% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 607 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 302 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 616% 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 Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Wild-gift / Corrosive blades | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Moss | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Slime | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Ooze | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Mucus | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the injured seer from death by Layygatira the skeleton mage. Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lone alchemist from death by Ce'Nath the barrow wight. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Glorema the brown bear. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+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. 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1175. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed minotaur nose. * You've found the needed storm wyrm claw. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within13 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 69% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | Delofang1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +3 Str +7 Dex +5 Con offense ------ Critical power +20.00% Ignore Armor +2 When Hit 6 physical defense ------ Blind Resist +38% Confus Resist +19% other ------- Light +9 See Stealth +12 See Invisibility +17 Track: Puts all charms on 40 turn cooldown Effective talent level: 4.2 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. This object's appearance was changed to Invisible. |
| On hands | Spellhunt Remnants (6 def, 8 armour)1.5 Encumbrance T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +15% Mindpower +12 (+2 eff.) Damage +25% nature Ignore resists +25% nature defense ------ Armor +8 Defense +6 (+2 eff.) Spell save +15 (+5 eff.) Life +100.00 other ------- Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 192.00 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | Strikedream the stralite torque of psionic shield [power 107] (25 cooldown)2.0 Encumbrance T4 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +9% lightning +9% light Ignore resists +15% light When Hit 2 lightning defense ------ Resistance +3% lightning other ------- Light +1 Setup a psionic shield, reducing all damage taken by 107 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 25% for 2 turns. 100% to gain a 23% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Galufast the stralite ring0.1 Encumbrance T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Str +9 Wil +6 Cun +8 Con offense ------ Physical Power +12 (+3 eff.) Mindpower +9 (+1 eff.) Damage +18% acid Accuracy +10 (+4 eff.) Ignore Armor +12 defense ------ Defense +10 (+3 eff.) other ------- Light +3 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 177% 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! |
| On fingers | Glusemira0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Dex +4 Con offense ------ Damage +12% nature Ignore resists +10% physical Ignore Armor +2 defense ------ Resistance +24% nature Unlife -80.00 life Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
| Around neck | Olyrab the Tundraorder0.1 Encumbrance T3 amulet jewelry [Rare] Psionic While equipped: Stats +2 Str +2 Dex +2 Mag +3 Wil offense ------ Mindpower +7 (+1 eff.) Ignore resists +10% cold defense ------ Mind save +8 (+2 eff.) Confus Resist +18% other ------- Psi when Hit +0.12 Max psi +50.00 Amulets make your neck look great! |
| In main hand | Eyal's Will (22-24 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Disrupt Weapon Damage 22.0 - 24.2 Nature Uses 59% Wil, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +10 Wil offense ------ Mind Crit +9% Mindpower +17 (+3 eff.) Damage +20% nature +10% acid Ignore resists +20% nature +10% acid defense ------ Resistance +25% blight +15% nature other ------- Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Effective talent level: 4.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 176.65 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
| Around waist | Phlegmorder the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Dex +3 Cun +6 Lck defense ------ Resistance +3% nature +3% cold Spell save +3 (+1 eff.) Mind save +3 (+1 eff.) Stealth +6 Unlife -80.00 life Life +20.00 Blind Resist +10% other ------- Disarm Traps +5 Infravision +4 A belt that goes around your waist. |
| In off hand | hungering living mindstar of flames (17-18 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 17.0 - 18.7 Nature Uses 49% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Global Speed +9% On-Hit 16 fire Damage +12% fire Ignore resists +13% fire defense ------ Resistance +6% fire other ------- Hate/kill +3.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 199.00 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 turn cooldown 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. |
| Cloak | Cuthydan (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Cun +4 Wil offense ------ Mind Crit +4% defense ------ Defense +1 (+0 eff.) Resistance +9% darkness +3% fire Mind save +3 (+1 eff.) Stun Resist +20% other ------- See Invisibility +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Evermoss Robe (12 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Mind Crit +5% Mindpower +12 (+2 eff.) Damage +30% nature Ignore resists +10% nature When Hit 35 nature slow defense ------ Defense +12 (+4 eff.) Resistance +25% nature +13% all Physical save +15 (+5 eff.) Life Regen +0.20 Healmod +15% other ------- 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. |
Inventory
regeneration infusion of the duelist (heal 313; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 313 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 22%; mental, physical; dur 2; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Aerynor0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: defense ------ Resistance +13% light +11% darkness +3% nature Blind Resist +20% Silence Resist +20% Amulets make your neck look great! |
stabilizing copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +10% temporal Pinning Resist +20% Knockbk Resist +21% Amulets make your neck look great! |
protective steel amulet of murder0.1 Encumbrance T2 amulet jewelry [Ego++] Master While equipped: offense ------ Critical power +13.00% Accuracy +6 (+2 eff.) Ignore Armor +14 defense ------ Armor +4 Defense +4 (+1 eff.) Max Resistance +3% all Physical save +9 (+3 eff.) Amulets make your neck look great! |
Delezilandur0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Con offense ------ Physical Power +15 (+4 eff.) Damage +11% acid +9% physical defense ------ Defense +5 (+2 eff.) Resistance +22% acid Physical save +6 (+2 eff.) Unlife -40.00 life Rings make your fingers look great! |
Morningwake the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +11% mind Ignore resists +5% light When Hit 4 mind On-Hit (Melee): * 10% chance to reduce damage dealt by 37% defense ------ Resistance +11% mind +3% light other ------- Light +1 Rings make your fingers look great! |
copper ring 'Vorimira'0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Str +1 Dex offense ------ When Hit 8 physical defense ------ Resistance +2% physical Physical save +9 (+3 eff.) Mind save +6 (+2 eff.) Confus Resist +21% Rings make your fingers look great! |
marksman's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Dex offense ------ Accuracy +4 (+2 eff.) defense ------ Mind save +5 (+1 eff.) Confus Resist +20% Rings make your fingers look great! |
Corruptionpunish the voratun ring0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: offense ------ When Hit 8 mind defense ------ Resistance +26% blight +5% physical +19% nature Spell save +18 (+6 eff.) Poison Resist +30% Disease Resist +24% Cut Resist +21% Disarm Resist +21% Stun Resist +20% Rings make your fingers look great! |
elven-wood magestaff 'Deepssmasher' (25-30 power, 5 apr, cold element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Rare] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Spell Crit +4% Mind Crit +3% Spellpower +12 (+1 eff.) Damage +25% cold Ignore resists +25% temporal defense ------ Anomaly Control +20 other ------- Mana/turn +0.34 EQ when Hit +0.28 Psi when Hit +0.16 Max mana +82.00 Max psi +40.00 Max positive +21.07 Max negative +21.07 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood magestaff of greater warding (25-30 power, 5 apr, arcane element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Critical power +32.00% Spellpower +19 (+2 eff.) On-Hit 24 fire Damage +25% arcane defense ------ Armor +10 Defense +9 (+3 eff.) other ------- See Invisibility +11 Wards +3 arcane Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Rod of Sarrilon (30-36 power, 4 apr, temporal element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Unique] Unknown Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: Stats +7 Wil +8 Mag offense ------ Spell Crit +15% Spellpower +40 (+4 eff.) Damage +40% temporal Ignore resists +30% temporal defense ------ Anomaly Control +25 Teleport Resist +100% other ------- Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
surging dragonbone starstaff of protection (30-36 power, 6 apr, physical element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+1 eff.) Spellpower/crit +12 Damage +30% physical defense ------ Resistance +15% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
chilling stralite battleaxe of the mystic (43-64 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon Reqs Str 35 [Ego] Arcane Weapon Damage 43.0 - 64.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +26 cold While equipped: Stats +9 Mag +10 Wil offense ------ Spellpower +17 (+1 eff.) Massive two-handed battleaxes. |
chilling voratun greatsword of projection (61-98 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego+] Arcane/Psionic Weapon Damage 61.5 - 98.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +38 cold On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords. |
Mandible of Ungolmor (40-52 power, 12 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 40.0 - 52.0 Physical Uses 35% Dex, 30% Cun, 35% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite level 3 On Critical: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex offense ------ Damage +30% nature +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
nature's thorny mindstar of life (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature Weapon Damage 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+1 eff.) Damage +5% nature defense ------ Resistance +3% blight Life +14.00 Life Regen +0.50 Disease Resist +11% other ------- 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 thorny mindstar of storms (8-8 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Str +1 Dex +1 Mag +2 Wil +2 Cun +1 Con offense ------ Mind Crit +3% Mindpower +5 (+1 eff.) On-Hit 4 lightning Damage +8% lightning +4% nature Ignore resists +8% lightning defense ------ Resistance +10% lightning +4% blight Disease Resist +12% other ------- 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. |
thorny mindstar 'Olidig' (9-10 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +7.5% Attack Speed 100% On Hit: * 10% chance to slow global speed by 77% * 9% chance to reduce armor by 19% While equipped: Stats +5 Cun offense ------ Mind Crit +3% Critical power +21.00% Mindpower +5 (+1 eff.) Damage +7% acid +9% fire +8% cold +10% physical Ignore resists +2% acid +4% fire +4% cold +2% physical defense ------ Resistance +6% acid Mind save +9 (+3 eff.) Heal-on-summon +21 other ------- Psi when Hit +0.16 Max Summons +3 Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 turn cooldown 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. |
thorny mindstar of clarity (9-10 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+1 eff.) defense ------ Mind save +4 (+1 eff.) other ------- Max psi +15.00 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. |
Polywe (13-14 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Mind Crit +10% Mindpower +8 (+1 eff.) Spellpower/crit +4 Global Speed +7% On-Hit 6 lightning 3 physical 12 fire 5 acid 7 cold Damage +9% blight +10% fire Ignore resists +5% blight +12% fire defense ------ Resistance +6% lightning +4% physical +7% cold +12% fire +5% acid other ------- Hate-on-crit +3.00 Psi-on-crit +3.00 Max mana +40.00 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. |
hateful pulsing mindstar of sand (14-15 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 14.0 - 15.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +7 (+1 eff.) On-Hit 10 physical Damage +11% physical +8% mind +14% darkness Ignore resists +6% physical +9% mind +9% darkness defense ------ Resistance +4% physical other ------- Max hate +5.00 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. |
horrifying pulsing mindstar of flames (12-13 power, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +7 (+1 eff.) Global Speed +5% On-Hit 8 fire 8 mind 3 darkness Damage +10% fire +5% mind +6% darkness Ignore resists +12% fire defense ------ Resistance +4% fire other ------- 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. |
Duathellord (17-18 power, 43 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +43 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +4 darkness While equipped: Stats +2 Dex offense ------ Mind Crit +5% Critical power +5.00% Mindpower +10 (+2 eff.) Resonance +16% On-Hit 14 mind 12 darkness Damage +3% acid +17% mind +10% darkness Ignore resists +8% mind +20% physical Ignore Armor +1 defense ------ Armor +4 Resistance +9% mind Mind save +10 (+3 eff.) other ------- Psi when Hit +2.10 Max psi +36.00 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. |
hateful living mindstar of venom (18-19 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 18.0 - 19.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) On-Hit 20 acid Damage +15% acid +18% mind +13% darkness Ignore resists +19% acid +11% mind +11% darkness defense ------ Resistance +11% acid Life Regen +4.00 other ------- Max hate +9.00 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. |
honing living mindstar of flames (16-18 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Global Speed +8% On-Hit 4 fire Damage +2% physical +7% fire Ignore resists +5% physical +9% fire defense ------ Resistance +6% physical +9% fire other ------- 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. |
hateful voratun steamsaw of the stars (41-61 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego+] Arcane/Psionic/Steamtech Weapon Damage 41.0 - 61.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +100 On-hit +13 darkness Damage Against +12% Living Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +11 Cun +7 Mag offense ------ Damage +17% light +16% darkness defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Resistance +16% light +17% darkness other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
shocking voratun steamsaw of fire resistance (+23%) (40-60 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego] Nature/Master/Steamtech Weapon Damage 40.5 - 60.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +94 Uses 1.0 Steam While equipped: offense ------ On-Hit 9 lightning When Hit 15 lightning defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Resistance +23% fire other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
mighty dragonbone longbow of cold4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +15 cold While equipped: Stats +9 Str offense ------ Physical Power +15 (+4 eff.) Damage +26% cold Longbows are used to shoot arrows at your foes. |
Nithan's Force4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Unique] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 111% Range +10 While equipped: Stats +10 Str +5 Con offense ------ Damage +35% physical Ignore resists +15% physical defense ------ Resistance +10% physical Pinning Resist +30% Knockbk Resist +30% Bull Shot: Effective talent level: 5.5 Power cost 16 out of 16/16. Range melee/personal Cooldown: 8 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 225% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
strafer's voratun steamgun of piercing4.0 Encumbrance T5 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Ignore resists +12% all Accuracy +28 (+10 eff.) Ignore Armor +11 other ------- Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
acidic quiver of dragonbone arrows of amnesia (18/18, 53-74 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Ego+] Arcane/Psionic Weapon Damage 53.0 - 74.2 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 18 On Hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) On Critical: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 Arrows are used with bows to pierce your foes to death. |
pouch of stralite shots of grasping (18/19, 41-49 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego+] Nature Weapon Damage 41.5 - 49.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 19 On Hit: * 20% chance to create vines that bind the target to the ground dealing 329 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
warded voratun shield of the stars (0 def, 10 armour, 205.5 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +10 Cun +7 Mag offense ------ Damage +16% light +15% darkness defense ------ Armor +10 Fatigue +8% Resistance +20% light +16% darkness other ------- Wards +6 lightning +6 temporal +7 darkness +8 fire +6 nature +6 blight +7 cold +6 arcane +6 light Talents +1 Ward +1 Block Handheld deflection devices. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. This object's appearance was changed to Evermoss Robe. |
Dairomas the silk robe (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Rare] Psionic While equipped: offense ------ Mind Crit +6% Mindpower +6 (+1 eff.) Damage +6% blight On-Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 10 * 21% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +18% darkness +13% all Physical save +15 (+5 eff.) Mind save +39 (+12 eff.) Life Regen +4.21 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's elven-silk robe of power (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: offense ------ Spellpower +20 (+2 eff.) Damage +15% all defense ------ Resistance +10% lightning +12% darkness +9% light +11% blight +9% fire +10% cold +15% all Physical save +15 (+5 eff.) Spell save +31 (+10 eff.) Mind save +13 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
searing drakeskin leather armour of resilience (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Arcane/Nature While equipped: offense ------ On-Hit 16 acid 10 fire When Hit 14 acid 13 fire defense ------ Armor +8 Defense +20 (+7 eff.) Fatigue +8% Resistance +19% acid +30% fire Life +44.00 A suit of armour made of leather. |
impenetrable dwarven-steel mail armour of Eyal (3 def, 19 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Nature/Master While equipped: defense ------ Armor +19 Defense +3 (+1 eff.) Fatigue +12% Life +38.00 Life Regen +4.00 Healmod +14% A suit of armour made of mail. |
radiant voratun mail armour (5 def, 10 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego+] Nature While equipped: Stats +4 Wil defense ------ Armor +10 Defense +5 (+2 eff.) Fatigue +12% Resistance +22% blight +19% darkness other ------- Light +1 A suit of armour made of mail. |
Mayyyama the Bloompierce1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +7 Lck offense ------ Ignore resists +10% nature When Hit 6 acid defense ------ Resistance +9% lightning +5% arcane +9% darkness Physical save +3 (+1 eff.) Stealth +7 other ------- Disarm Traps +13 Infravision +4 A belt that goes around your waist. |
drakeskin leather belt 'Hettuldil'1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +6 Dex +19 Wil +14 Cun +2 Con offense ------ Against +32% Summoned When Hit 2 mind On-Hit (Melee): * 21% chance to slow global speed by 77% defense ------ Resistance +6% mind Resist Against +29% Summoned Physical save +20 (+6 eff.) Spell save +31 (+10 eff.) Mind save +35 (+11 eff.) Life +97.00 other ------- Light +1 A belt that goes around your waist. |
nightruned drakeskin leather belt of the mystic1.0 Encumbrance T5 belt armor [Ego] Arcane While equipped: offense ------ Spellpower +8 (+0 eff.) defense ------ Resistance +10% light +12% darkness Mind save +11 (+3 eff.) A belt that goes around your waist. |
Chillvalor the elven-silk cloak (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +5 Wil +4 Cun +3 Con offense ------ Mind Crit +7% Damage +6% cold defense ------ Defense +3 (+1 eff.) Resistance +3% darkness +3% acid Physical save +17 (+5 eff.) Mind save +10 (+3 eff.) Unlife -50.00 life Life +20.00 Disease Resist +20% Teleport Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wanderer's pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil +3 Cun +4 Con defense ------ Armor +4 Fatigue +3% Physical save +18 (+6 eff.) Mind save +18 (+6 eff.) Blink to a nearby random location (rad 8) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of voratun boots of tirelessness (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego] Master While equipped: defense ------ Armor +5 Fatigue +4% Resistance +15% fire +12% cold other ------- Stamina/turn +1.30 Max stamina +24.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
alchemist's drakeskin leather gloves of the juggernaut (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +4 Wil +4 Con offense ------ On-Hit 7 acid 8 fire 7 cold 9 lightning defense ------ Armor +3 Physical save +29 (+9 eff.) Spell save +9 (+3 eff.) Mind save +8 (+2 eff.) Disarm Resist +37% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 5.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of magic (+4) (0 def, 8 armour)1.0 Encumbrance T4 hands armor [Ego+] Arcane/Master While equipped: Stats +4 Mag offense ------ Damage +8% arcane defense ------ Armor +8 Mind save +11 (+3 eff.) Life +57.00 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. |
augmenting elven-silk wizard hat of the Brotherhood (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego++] Arcane While equipped: Stats +2 Mag +6 Con offense ------ Damage +11% acid +9% lightning +10% cold +21% arcane +9% fire defense ------ Defense +3 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 6.5 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 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... |
Eremehor the Hailvagrant (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +3% nature +5% cold Crit Resistance 5.00% Physical save +6 (+2 eff.) Disarm Resist +20% Stun Resist +20% other ------- Breathe water A cap made of leather. |
The Face of Fear (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+3 eff.) defense ------ Defense +8 (+3 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 3.5 Power cost 18 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 34.50 mind and 34.50 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 36% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 36. Terrified: Deals 8.50 mind and 8.50 darkness damage per turn and increases cooldowns by 55%. Haunted: Causes the target to suffer 13.47 mind and 13.47 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
bladed drakeskin leather cap (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +7 Str defense ------ Armor +5 Fatigue +5% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 86.6 Physical damage. If the attack hits, the target is confused (39% effect) for 6 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 cap made of leather. |
8 agate0.0 Encumbrance 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. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 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. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance 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. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 Encumbrance 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. |
7 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 Encumbrance 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. |
3 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Resonating Diamond0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
2026 Little Gems0.0 Encumbrance T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2025/2026 A set of 2026 tiny explosive spheres. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
65 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Elavena the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 77% defense ------ Life +41.00 Poison Resist +10% Teleport Resist +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 Encumbrance axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Blood-Runed Athame1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 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. |
Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 478.72 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
evasive iron torque of psionic shield [power 25] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Eiliern the Cornac Oozemancer level 36
1st Summertide 123rd year of Ascendancy at 10:58 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Eiliern the Cornac Oozemancer level 38
16th Dusk 123rd year of Ascendancy at 05:17 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Eiliern the Cornac Oozemancer level 35
4th Mirth 123rd year of Ascendancy at 20:18 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Eiliern the Cornac Oozemancer level 41
44th Dusk 123rd year of Ascendancy at 17:14 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Eiliern the Cornac Oozemancer level 39
40th Dusk 123rd year of Ascendancy at 08:59 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Eiliern the Cornac Oozemancer level 19
1st Haze 122nd year of Ascendancy at 20:23 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Eiliern the Cornac Oozemancer level 38
15th Dusk 123rd year of Ascendancy at 23:58 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Eiliern the Cornac Oozemancer level 33
78th Pyre 123rd year of Ascendancy at 07:05 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Eiliern the Cornac Oozemancer level 32
76th Pyre 123rd year of Ascendancy at 21:07 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Eiliern the Cornac Oozemancer level 23
49th Haze 122nd year of Ascendancy at 20:54 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Eiliern the Cornac Oozemancer level 30
16th Pyre 123rd year of Ascendancy at 14:44 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Eiliern the Cornac Oozemancer level 40
42nd Dusk 123rd year of Ascendancy at 13:03 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Eiliern the Cornac Oozemancer level 31
53rd Pyre 123rd year of Ascendancy at 02:17 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Eiliern the Cornac Oozemancer level 10
5th Mirth 122nd year of Ascendancy at 03:56 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Eiliern the Cornac Oozemancer level 20
12nd Haze 122nd year of Ascendancy at 16:27 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Eiliern the Cornac Oozemancer level 30
72nd Regrowth 123rd year of Ascendancy at 06:32 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Eiliern the Cornac Oozemancer level 40
41st Dusk 123rd year of Ascendancy at 16:54 see stats
Merry wintertide! (Insane (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Eiliern the Cornac Oozemancer level 44
42nd Haze 123rd year of Ascendancy at 21:15 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Eiliern the Cornac Oozemancer level 28
48th Regrowth 123rd year of Ascendancy at 07:30 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Eiliern the Cornac Oozemancer level 41
44th Dusk 123rd year of Ascendancy at 12:19 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Eiliern the Cornac Oozemancer level 24
53rd Haze 122nd year of Ascendancy at 15:53 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Eiliern the Cornac Oozemancer level 38
35th Dusk 123rd year of Ascendancy at 07:33 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Eiliern the Cornac Oozemancer level 23
50th Haze 122nd year of Ascendancy at 00:59 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Eiliern the Cornac Oozemancer level 10
5th Mirth 122nd year of Ascendancy at 03:58 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Eiliern the Cornac Oozemancer level 38
16th Dusk 123rd year of Ascendancy at 05:17 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Eiliern the Cornac Oozemancer level 28
58th Regrowth 123rd year of Ascendancy at 21:54 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Eiliern the Cornac Oozemancer level 43
74th Dusk 123rd year of Ascendancy at 22:01 see stats
They Came From Outer Space! (Insane (Roguelike) difficulty)
Discovered the true origin of dwarves and drems.By Eiliern the Cornac Oozemancer level 38
16th Dusk 123rd year of Ascendancy at 05:17 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Eiliern the Cornac Oozemancer level 22
19th Haze 122nd year of Ascendancy at 07:10 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Eiliern the Cornac Oozemancer level 16
54th Dusk 122nd year of Ascendancy at 10:09 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Eiliern the Cornac Oozemancer level 29
70th Regrowth 123rd year of Ascendancy at 11:51 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Eiliern the Cornac Oozemancer level 34
4th Mirth 123rd year of Ascendancy at 01:01 see stats
Log
Bethynne the orc archer casts Blood Spray.
Eiliern's mucus ooze is afflicted by a decrepitude disease!
Eiliern's mucus ooze is afflicted by a decrepitude disease!
Eiliern's mucus ooze is afflicted by a decrepitude disease!
Burning from Giant red ant hits Eiliern's mucus ooze for 13 fire damage.
Decrepitude Disease from Bethynne the orc archer hits Eiliern's mucus ooze for 49 blight damage.
Bethynne the orc archer hits Eiliern's mucus ooze for 338 blight damage.
Bethynne the orc archer hits Eiliern's mucus ooze for 338 blight damage.
Bethynne the orc archer hits Eiliern's mucus ooze for 253 blight damage.
Haunted from Lisoda the orc cryomancer hits Eiliern for 65 mind, (26 antimagic), 0 darkness (65 total damage).
Terrified from Lisoda the orc cryomancer hits Eiliern for 10 mind, (4 antimagic), 0 darkness (10 total damage).
Decrepitude Disease from Bethynne the orc archer hits Eiliern's mucus ooze for 65 blight damage.
Burning from Giant red ant hits Eiliern's mucus ooze for 13 fire damage.
Decrepitude Disease from Bethynne the orc archer hits Eiliern's mucus ooze for 59 blight damage.
Eiliern is cursed.
Eiliern defiantly reasserts her connection to nature!
Eiliern shares damage with her oozes!
Bone Spike hits Eiliern for 82 physical damage.
Eiliern shares damage with her oozes!
Haunted from Lisoda the orc cryomancer hits Eiliern for 63 mind, (26 antimagic), 0 darkness (63 total damage).
Terrified from Lisoda the orc cryomancer hits Eiliern for 10 mind, (4 antimagic), 0 darkness (10 total damage).
Eiliern attacks Bloated ooze in a fit of paranoia.
Eiliern hits Bloated ooze for 290 nature damage.
Eiliern killed Bloated ooze!
Decrepitude Disease from Bethynne the orc archer hits Eiliern's mucus ooze for 79 blight damage.
Eiliern is recovering from the damage!
Eiliern shares damage with her oozes!
Something hits Eiliern for 1374 physical damage.
Eiliern the level 46 cornac oozemancer was bled to death by Bethynne the orc archer on level 3 of Vor Pride.























































































































































