












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!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:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Writhing One |
| Level / Exp | 30 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by The Divine Writhing Mass at level 30 on the 1st Allure 123rd year of Ascendancy at 14:57 / 1 |
Primary Stats
| Strength | 63 (base 50) |
| Dexterity | 15 (base 10) |
| Constitution | 33 (base 29) |
| Magic | 65 (base 50) |
| Willpower | 25 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | -174/1075 |
| Insanity | 19/100 |
| Healing Factor | 1.6789294477288 |
| Regeneration | 18.887956286949 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 20.283185043358 |
| See Invisible | 20.283185043358 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 141 |
| Accuracy | 43 |
| Crit Chance | 4% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +23% |
| Light | +11% |
| Blight | +31% |
| Arcane | +18% |
| Nature | +17% |
| All | +5% |
Offense: Damage Penetration
| Blight | +0% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 41.551211628464 (73.607947236566%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 20 |
| Physical Save | 35 |
| Spell Save | 33 |
| Mental Save | 36 |
Defense: Resistances
| Blight | 9%( 70%) |
| Arcane | 12%( 70%) |
| Cold | 19%( 70%) |
| All | 6%( 70%) |
| Darkness | 17%( 70%) |
| Light | 26%( 70%) |
| Temporal | 17%( 70%) |
| Physical | 10%( 70%) |
| Fire | 23%( 70%) |
| Nature | 27%( 70%) |
Defense: Immunities
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
| Knockback Resistance | 50% |
| Stun Resistance | 59% |
| Poison Resistance | 20% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 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 348 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -459 life. The duration and life will increase by 1% for every 1% life you have lost (currently 992 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 605% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Tentacles | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm& | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Till the Blood Runs Clear | 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 | Emuwen the Gleamedge (0 def, 7 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +3% nature On Hit (Melee): * 20% chance to slow global speed by 44% * 10% chance to reduce all saves and defense by 18 ----- def ----- Armour +7 Fatigue +3% Resists +6% light ---------- misc Light +3 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | Nereba the alchemist&1.0 T3 lite [Rare] Nature While equipped: Stats +2 Mag ----- def ----- Resists +6% temporal +1% physical Phys.save +7 (+3 eff.) Mind.save +3 (+2 eff.) Die.at -40.00 life Heal.mod +16% Poison- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | voratun helm &039; (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +6 Str +7 Mag +6 Wil +3 Con dps ---------- Spell.crit +3% Phys.pwr +14 (+3 eff.) Dmg.mod +14% blight +13% arcane Acc +10 (+3 eff.) Melee Ret 4 physical ----- def ----- Armour +5 Fatigue +5% Resists +6% fire +3% physical +14% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Treegash [power 260] (6/15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% nature Res.pen +10% light Melee Ret 2 light 2 fire On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +12% nature Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 273 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman&0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+3 eff.) ----- def ----- Max.HP +84.00 HP.reg +11.00 Heal.mod +14% Rings make your fingers look great! |
| On fingers | Daimugorn the Scorchwalker0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +9 (+4 eff.) Dmg.mod +5% all ----- def ----- Resists +6% temporal +9% fire Heal.mod +20% Silence- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | stralite mace of corruption (35-49 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Arcane Power 35.0 - 49.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: 20% Curse of Vulnerability 4 Blunt and deadly. |
| On hands | Shadowravager (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +4 Str +8 Wil +4 Cun dps ---------- Melee+ 8 nature Dmg.mod +6% nature +6% darkness ----- def ----- Armour +2 Resists +7% nature ---------- misc Equi/ret +0.08 Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +8 nature On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Xewen (0 def, 15 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Arcane While equipped: dps ---------- Crit.mult +15.00% ----- def ----- Armour +15 Fatigue +22% Resists +3% nature +15% light +12% darkness Max.HP +60.00 Stun/Frz- +20% ---------- misc Stam/turn +2.00 A suit of armour made of metal plates. |
| Cloak | Xanowe (16 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +16 (+8 eff.) Resists +3% fire Crit.chn- 10.00% Die.at -20.00 life Max.HP +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object&C578C6LAST |
| Around neck | Neridathra the Carrionscar0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Mind.crit +1% Melee Ret 2 nature ----- def ----- Resists +3% blight Phys.save +10 (+5 eff.) Spell.save +11 (+6 eff.) Mind.save +22 (+9 eff.) Knockbk- +10% Amulets make your neck look great! |
Inventory
heroism infusion of the sneak (die at -208; dur 7; cd 28)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -208 life. The duration and life will increase by 1% for every 1% life you have lost (currently 449 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the titan (die at -256; dur 6; cd 28)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -256 life. The duration and life will increase by 1% for every 1% life you have lost (currently 553 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution 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 |
movement infusion of the duelist (speed 445%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 445% 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. 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 |
movement infusion of the sneak (speed 535%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 535% 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 Cunning 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 |
movement infusion of the titan (speed 637%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 637% 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 Constitution 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 |
movement infusion of the titan (speed 499%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 499% 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 Constitution 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 |
regeneration infusion (heal 273; 17 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 273 life over 5 turns. 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 |
regeneration infusion of the warrior (heal 340; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 340 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the duelist (res 18%; magical; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 |
Rune of the Rift (250.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 262.50 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 107; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 107 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 250; dur 5; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 250 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune of the wizard (threshold 49; blocks 5; dur 4; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 49 up to 5 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Duvelar the Iceshear0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +24% cold ----- def ----- Fatigue -6% Resists +6% lightning +6% blight Spell.save +6 (+3 eff.) Die.at -40.00 life Max.HP +20.00 HP.reg +2.00 Disarm- +20% Amulets make your neck look great! |
clarifying copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% mind Confus- +21% Amulets make your neck look great! |
copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
insulating copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% fire +11% cold Amulets make your neck look great! |
starlit copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +12% light +12% darkness Blind- +21% Amulets make your neck look great! |
Eilinetira the Chillshine0.1 T2 amulet jewelry [Rare] Arcane While equipped: dps ---------- Melee+ 9 light 8 darkness Dmg.mod +18% cold +9% light +8% darkness On Melee Ret: * 7% chance to reduce damage dealt by 15% * 9% chance to blind ----- def ----- Defense +10 (+5 eff.) Resists +9% light +3% cold Mind.save +18 (+7 eff.) Die.at -80.00 life Knockbk- +20% Amulets make your neck look great! |
Eilinibrelaith the Shadowquench0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Mind.crit +3% ----- def ----- Armour +2 Defense +5 (+3 eff.) Resists +3% darkness Phys.save +18 (+7 eff.) Spell.save +15 (+7 eff.) Mind.save +14 (+6 eff.) Disarm- +20% Confus- +20% Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+8 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
warrior&0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +4 Mag ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
wanderer&0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +5 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.30 Masteries +0.18 Demented/Beyond sanity Amulets make your neck look great! |
clarifying stralite amulet of vision0.1 T4 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +16% mind Blind- +12% Confus- +28% ---------- misc Infravis +2 Sight +2 See.Invis +7 Amulets make your neck look great! |
protective stralite amulet of constitution (+8)0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +8 Con ----- def ----- Armour +4 Defense +7 (+4 eff.) Res.Cap +6% all Phys.save +18 (+7 eff.) Amulets make your neck look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) Confus- +22% Rings make your fingers look great! |
mule&0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Fatigue -4% Resists +20% darkness ---------- misc Max.enc +20 Rings make your fingers look great! |
titan&0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
Nimbusbane0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +20% lightning ----- def ----- Resists +6% lightning +18% cold +5% arcane Mind.save +7 (+4 eff.) Confus- +28% Rings make your fingers look great! |
Willowsage0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% Spell.pwr +5 (+1 eff.) Dmg.mod +12% mind +15% nature Phasing +10% Melee Ret 2 arcane ----- def ----- Resists +12% mind +6% nature ---------- misc Mana/turn +0.04 Rings make your fingers look great! |
steel ring &039;0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.pwr +15 (+7 eff.) Dmg.mod +12% lightning ----- def ----- Armour +4 Resists +24% lightning Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Stun/Frz- +20% ---------- misc Equi/ret +0.16 Light +1 Rings make your fingers look great! |
steel ring of nature (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Rings make your fingers look great! |
warrior&0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Str dps ---------- Dmg.mod +10% mind ----- def ----- Armour +8 Resists +10% mind Rings make your fingers look great! |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+4 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
warrior&0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +6 Str dps ---------- Dmg.mod +12% physical ----- def ----- Armour +12 Resists +12% physical Rings make your fingers look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
solipsist&0.1 T4 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Mind.pwr +8 (+4 eff.) Dmg.mod +14% darkness ----- def ----- Resists +28% darkness Rings make your fingers look great! |
magewarrior&5.0 T4 staff 1H weapon [Ego+] Master Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +7% Phys.pwr +8 (+2 eff.) Spell.pwr +18 (+6 eff.) Dmg.mod +25% acid Acc +9 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Stormfront (30-45 power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
hateful stralite greatmaul of phasing (52-77 power, 24 apr)5.0 T4 greatmaul 2H weapon [Ego] Arcane/Psionic Power 51.5 - 77.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +24 Crit +2.5% Atk.spd 100% Phasing +20% Melee+ +14 darkness Against +10% Living Massive two-handed mauls. |
voratun greatmaul &039; (84-125 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master Power 83.5 - 125.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +4 blight While equipped: Stats +22 Str +16 Dex +13 Mag +14 Wil +12 Cun +10 Con dps ---------- Dmg.mod +21% blight +12% physical +12% mind Acc +21 (+7 eff.) Massive two-handed mauls. |
elemental stralite greatsword of massacre (58-92 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Arcane/Master Power 57.5 - 92.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 84 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +20% acid Res.pen +19% acid Massive two-handed swords. |
Murkpiety the stralite mace (36-50 power, 5 apr)3.0 T4 mace 1H weapon [Rare] Psionic Power 36.0 - 50.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +16 darkness Against +11% Living While equipped: dps ---------- Dmg.mod +15% darkness +9% mind Res.pen +15% lightning Melee Ret 8 mind 6 darkness ----- def ----- Resists +6% darkness +24% lightning Blunt and deadly. |
blazebringer&3.0 T4 mace 1H weapon [Ego+] Nature/Master Power 47.5 - 66.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit.r2 +73 fire While equipped: dps ---------- All.spd +5% Res.pen +9% fire Blunt and deadly. |
steel waraxe &039; (10-14 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 10.0 - 14.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery 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 84 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 140 damage over 5 turns and reducing armor and accuracy by 18 While equipped: Stats +6 Wil dps ---------- Phys.crit +5.0% Crit.mult +5.00% ----- def ----- Mind.save +3 (+2 eff.) One-handed war axes. |
chilling stralite waraxe of daylight (32-45 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane Power 32.0 - 44.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +13 light +13 cold Against +15% Undead One-handed war axes. |
inquisitor&3.0 T4 waraxe 1H weapon [Ego+] Disrupt Power 30.5 - 42.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Deals 43 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: ----- def ----- Resists +11% acid +11% lightning +11% cold +10% fire +6% all Spell.save +9 (+5 eff.) One-handed war axes. |
stralite waraxe of evisceration (32-44 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Master Power 31.5 - 44.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +9 (+2 eff.) One-handed war axes. |
blooming pulsing mindstar of life (12-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature Power 12.5 - 13.8 Mind Uses 50% Wil, 50% Mag, 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 (+4 eff.) ----- def ----- Max.HP +20.00 HP.reg +1.10 Heal.mod +18% Heal/summ +22 ---------- 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. |
horrifying pulsing mindstar of balance (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature/Psionic Power 13.0 - 14.3 Mind Uses 50% Wil, 50% Mag, 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 (+4 eff.) Melee+ 12 mind 7 darkness Dmg.mod +7% mind +7% darkness ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +5 (+3 eff.) ---------- misc Equi/ret +0.90 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. |
elven-wood longbow of recursion4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego+] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Hit: 10% Shoot 1 Longbows are used to shoot arrows at your foes. |
Cindershaper (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun dps ---------- Crit.mult +19.00% Dmg.mod +52% lightning +6% cold +27% fire Melee Ret 2 fire ----- def ----- Resists +77% lightning +15% all ---------- misc Hate/m.crit +4.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic stralite mail armour of delving (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +6 Str ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +9% physical +28% darkness +13% light ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
radiant stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +10% blight +21% darkness ---------- misc Light +1 A suit of armour made of mail. |
rejuvenating stralite mail armour of lightning resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +22% lightning HP.reg +4.80 ---------- misc Stam/turn +1.60 A suit of armour made of mail. |
voratun mail armour &039; (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +7 Wil +7 Cun dps ---------- Res.pen +10% arcane Melee Ret 10 temporal ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +12% Resists +21% acid A suit of armour made of mail. |
Betubreta (20 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +4 Cun +8 Str ----- def ----- Armour +11 Defense +20 (+10 eff.) Fatigue +22% Resists +6% physical +12% darkness +6% mind HP.reg +4.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +1 Infravis +1 Track: Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Revenant (8 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+4 eff.) Fatigue +12% Phys.save +12 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+5 eff.) Silence- +20% Confus- +20% Pinning- +20% Stun/Frz- +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
fortifying stralite plate armour of delving (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Ego++] Master While equipped: Stats +10 Str +5 Con ----- def ----- Armour +13 Fatigue +22% Resists +12% darkness +8% physical Max.HP +65.00 ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
grounding rough leather belt of the giants1.0 T1 belt armor [Ego] Nature/Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Resists +6% lightning +5% temporal Spell.save +5 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+7 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Eryzilakor1.0 T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +4 (+2 eff.) Against +17% Summoned ----- def ----- Resists +7% acid +7% cold +12% fire +3% nature +5% lightning D.Red.from +23% Summoned Phys.save +5 (+2 eff.) Spell.save +12 (+6 eff.) A belt that goes around your waist. |
enveloping kruk cloak of battle (5 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+0 eff.) ----- def ----- Defense +5 (+3 eff.) Fatigue -2% Phys.save +6 (+3 eff.) A stylish kruk-style cloak, to look awesome. |
linen cloak &039; (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% mind +18% darkness Res.pen +5% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Earthdare the cashmere cloak (12 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% nature +9% lightning Melee Ret 8 mind On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Defense +12 (+6 eff.) Resists +15% nature Phys.save +6 (+3 eff.) ---------- misc Psi/ret +0.20 Hate/m.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +6 Mag +7 Wil dps ---------- Spell.crit +5% ----- def ----- Defense +2 (+1 eff.) Spell.save +8 (+4 eff.) ---------- misc Max.mana +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arthayarab the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Arcane While equipped: Stats +6 Mag +5 Wil +9 Con dps ---------- Spell.crit +8% Crit.mult +20.00% Acc +30 (+10 eff.) Apr +3 ----- def ----- Defense +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dairukath (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +3 Resists +12% acid +6% nature +5% arcane Phys.save +7 (+3 eff.) Spell.save +17 (+8 eff.) Mind.save +10 (+5 eff.) A pair of boots made of leather. |
Geriana the Glitterrigor (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +15% light ----- def ----- Armour +3 Fatigue -6% Resists +9% acid +6% light Phys.save +9 (+4 eff.) Heal.mod +20% Disease- +10% ---------- misc Max.enc +26 A pair of boots made of leather. |
Ivyba the Shivervortex (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold Melee Ret 4 cold ----- def ----- Armour +3 Resists +27% fire +26% cold A pair of boots made of leather. |
Deepssting (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +15% darkness +5% acid Melee Ret 2 darkness ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 Light +3 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Mayethra (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Apr +1 ----- def ----- Armour +3 Fatigue -3% Resists +5% arcane +3% nature Phys.save +15 (+6 eff.) Die.at -80.00 life ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of iron boots &039; (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +3% mind Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +2% Resists +6% darkness HP.reg +2.00 Heal.mod +11% ---------- misc Hate/m.crit +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Hurirazor the pair of dwarven-steel boots (0 def, 11 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Str +2 Mag +2 Wil dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +5 ----- def ----- Armour +11 Fatigue +3% Resists +16% lightning +10% temporal +5% fire +5% cold +7% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
undeterred pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +30% Confus- +26% Stun/Frz- +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
heroic hardened leather gloves of regeneration (0 def, 6 armour)1.0 T2 hands armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +6 Mind.save +8 (+4 eff.) Max.HP +53.00 HP.reg +2.80 ---------- misc Stam/turn +0.40 Psi/turn +0.13 Unarmed combat: Power 20.0 - 22.0 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +3 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Battle Shout 3 On Hit: 10% Second Wind 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fulestir (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +20 (+10 eff.) On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.stam +12.00 Unarmed combat: Power 10.0 - 14.0 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Nightmare 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Bregesahor (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +20 (+4 eff.) Melee+ 8 nature Dmg.mod +5% nature +15% physical Apr +2 ----- def ----- Armour +2 Fatigue +3% Resists +8% nature ---------- misc Max.stam +10.00 Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +10 nature On Hit: 10% Venomous Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Giludrahek (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 8 cold Dmg.mod +4% cold ----- def ----- Armour +2 Fatigue +3% Resists +9% darkness +7% cold Mind.save +3 (+2 eff.) Heal.mod +20% Confus- +20% Teleport- +10% Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +8 ice On Hit: 10% Ice Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of the starseeker (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +2 Mag dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% light +7% darkness Phys.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Disarm- +28% ---------- misc Infravis +1 Unarmed combat: Power 18.5 - 25.9 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +12 light +16 darkness On Hit: 10% Perfect Control 3 Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 74.32 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Getovon (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Cun +8 Wil dps ---------- Crit.mult +20.00% Melee+ 15 fire Dmg.mod +9% fire ----- def ----- Armour +3 Fatigue +5% Resists +9% fire ---------- misc Max.vim +50.00 Light +3 Unarmed combat: Power 27.5 - 38.5 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +15 fire On Hit: 10% Fire Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+4 eff.) Mind.save +12 (+5 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth&LAST6FFF8300FF006FFF837FFFD46FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFF6FFF83Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
hardened leather cap &039; (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Res.pen +10% darkness +20% light Apr +6 On Hit (Melee): * 20% chance to reduce damage dealt by 15% * 20% chance to reduce armor by 35% ----- def ----- Armour +3 Fatigue +3% Resists +6% acid A cap made of leather. |
Lisogata the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Mag +1 Wil +1 Cun dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +9% lightning +6% temporal ---------- misc See.Invis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mayubrenor the iron helm (5 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Cun dps ---------- Acc +5 (+2 eff.) On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +5 (+3 eff.) Fatigue +5% Resists +6% light +6% blight Max.HP +20.00 Heal.mod +20% Confus- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm &039; (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str dps ---------- Res.pen +5% nature Acc +10 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul&LASTYELLOWLASTORANGE+5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
8 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. |
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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
10 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. |
11 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
6 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 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
4 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 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
203 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
scorching alchemist&1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +8% light Melee Ret 18 fire ----- def ----- Resists +7% darkness +5% fire Affinity +5% light ---------- misc Light +5 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 143.05 light damage. At talent level 3 you gain 25% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 21/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof&1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Gleamwing the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature Res.pen +5% light ----- def ----- Defense +20 (+10 eff.) Resists +2% physical +10% nature +3% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Strikeblur the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +3% fire +6% nature +3% darkness Res.pen +10% lightning +10% fire ----- def ----- Resists +11% nature +6% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman&3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper&3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Cun +2 Str dps ---------- Acc +5 (+2 eff.) ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
soldier&3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Defense +5 (+3 eff.) Resists +6% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 145.89 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp& |
Prox&2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling&039;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&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target&LIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLAST999900LASTANTIQUE_WHITE |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 115% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Thundergash [power 235] (6/15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +10% lightning Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Resists +21% acid Blast the opponent&ORANGELASTLIGHT_GREENLASTORANGELASTLIGHT_GREENLASTLAST999900LAST999900LASTANTIQUE_WHITE |
dwarven-steel torque of gale force &039; [power 250] (6/15 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% nature Melee Ret 10 nature ----- def ----- Resists +6% nature Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 262 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 22% 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. |
soothing stralite torque of clear mind [power 4] (6/25 cooldown)2.0 T4 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 64. Torques are made by powerful psionics to store psionic powers. |
extending elven-wood totem of summon tentacle [power 305] (6/25 cooldown)2.0 T4 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 818 Base Damage: 337 Armor: 17 All Resist: 12 Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
innervating elven-wood totem of healing [power 344] (6/15 cooldown)2.0 T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 344 Puts all charms on 15 cooldown 100% to reduce fatigue by 31% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing elven-wood totem of summon tentacle [power 260] (6/25 cooldown)2.0 T4 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 594 Base Damage: 293 Armor: 40 All Resist: 16 Puts all charms on 25 cooldown 100% to heal for 67. Natural totems are made by powerful wilders to store nature power. |
soothing elm wand of clairvoyance [power 9] (6/15 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 70 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of clairvoyance &039; [power 11] (6/15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +1 Cun dps ---------- Crit.mult +10.00% Phasing +20% ----- def ----- Die.at -80.00 life Heal.mod +20% Def/telep +15 Res/telep +15% Dur/telep +15% Reveal the area around you, dispelling darkness (radius 11, power 72 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding &039; [power 272] (6/20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +10% acid +10% darkness +25% nature Melee Ret 4 acid Create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful dragonbone wand of clairvoyance [power 15] (6/15 cooldown)2.0 T5 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 15, power 76 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A different point of view (Nightmare (Roguelike) difficulty)
16th Haze 122nd year of Ascendancy at 18:11 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Veken the Higher Writhing One level 22
69th Dusk 122nd year of Ascendancy at 14:07 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Veken the Higher Writhing One level 29
30th Haze 122nd year of Ascendancy at 02:48 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Veken the Higher Writhing One level 20
65th Dusk 122nd year of Ascendancy at 02:45 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Veken the Higher Writhing One level 29
39th Haze 122nd year of Ascendancy at 15:28 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
16th Haze 122nd year of Ascendancy at 15:40 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Veken the Higher Writhing One level 10
3rd Mirth 122nd year of Ascendancy at 21:09 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Veken the Higher Writhing One level 20
55th Dusk 122nd year of Ascendancy at 03:35 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Veken the Higher Writhing One level 30
70th Haze 122nd year of Ascendancy at 22:33 see stats
Lucky Girl (Nightmare (Roguelike) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Veken the Higher Writhing One level 29
64th Haze 122nd year of Ascendancy at 10:22 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Veken the Higher Writhing One level 20
55th Dusk 122nd year of Ascendancy at 05:39 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Veken the Higher Writhing One level 26
8th Haze 122nd year of Ascendancy at 23:59 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Veken the Higher Writhing One level 27
11st Haze 122nd year of Ascendancy at 11:49 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Veken the Higher Writhing One level 26
7th Haze 122nd year of Ascendancy at 21:36 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Veken the Higher Writhing One level 6
76th Pyre 122nd year of Ascendancy at 09:44 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Veken the Higher Writhing One level 29
16th Haze 122nd year of Ascendancy at 18:11 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Veken the Higher Writhing One level 13
3rd Summertide 122nd year of Ascendancy at 09:07 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Veken the Higher Writhing One level 26
8th Haze 122nd year of Ascendancy at 23:59 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Veken the Higher Writhing One level 19
34th Dusk 122nd year of Ascendancy at 10:48 see stats
Log
Dark Whispers from The Divine Writhing Mass hits Decaying devourer for 26 darkness damage.
The Divine Writhing Mass&1133F3LASTLAST039;s desolate waste area effect hits Decaying devourer for 11 cold damage.
The Divine Writhing Mass&1133F3LASTLASTGREYLASTLAST039;s purging blight area effect hits Veken for 26 blight damage.
Ghoul&DARK_GREENLASTLASTLIGHT_GREENLAST039;s purging blight area effect.
Ghoul&DARK_GREENLASTLAST039;s purging blight area effect hits Something for 21 blight damage.
Skeleton warrior is clear from the black blood.
Skeleton warrior speeds up.
Dissolved Face from Veken hits Skeleton warrior for 12 darkness damage.
The Divine Writhing Mass casts Terminus.
Veken regains their strength.
You are no longer encumbered.
Decaying devourer regains their strength.
Spitting spider is wasting away.
Decaying devourer is wasting away.
Decaying devourer has been cut from the timeline!
The Divine Writhing Mass casts Dark Whispers.
The Divine Writhing Mass casts Rigor Mortis.
The Divine Writhing Mass casts Invoke Darkness.
The Divine Writhing Mass&
The Divine Writhing Mass hits Veken for 9 healing, 107 temporal, 15 healing, 182 temporal (288 total damage) [23 healing].
The Divine Writhing Mass hits Decaying devourer for 145 temporal, 170 temporal (315 total damage).
The Divine Writhing Mass hits Something for 122 temporal, 201 temporal (322 total damage).
The Divine Writhing Mass hits Something for 145 temporal, 126 temporal, 84 cold, 43 darkness, 123 darkness (521 total damage).
The Divine Writhing Mass hits Something for 82 temporal, 29 temporal (111 total damage).
Veken the level 30 higher writhing one was timewarped to death by The Divine Writhing Mass on level 1 of The Godfeaster.







































































































































