











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
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 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 21 / 60% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 52 (base 42) |
| Dexterity | 12 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 65 (base 50) |
| Willpower | 22 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | 557/557 |
| Positive | 20/20 |
| Stamina | 190/190 |
| Healing Factor | 1.2300003099961 |
| Regeneration | 7.6875019374756 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 1 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 37 |
| Crit Chance | 32% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Light | +50% |
| Mind | +3% |
| Blight | +12% |
| Arcane | +6% |
| Fire | +13% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Light | +20% |
| Physical | +15% |
| Cold | +5% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 42 (65%) |
| Defense | 26 |
| Ranged Defense | 31 |
| Fatigue | 29 |
| Physical Save | 28 |
| Spell Save | 29 |
| Mental Save | 27 |
Defense: Resistances
| Arcane | + 12%( 70%) |
| Mind | + 13%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 22%( 70%) |
| Light | + 38%( 70%) |
| Temporal | + 24%( 70%) |
| Physical | + 19%( 70%) |
| Darkness | + 13%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 67% |
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 313 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: 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 101 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. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: 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 74 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. Its effects scale with your Strength stat. |
Class Talents
| Celestial / Guardian | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Secrets of the Eternals |
| talent | Second Life |
| talent | Shield of Light |
| talent | Chant of Fortress |
| talent | Retribution |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed honey tree root. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed naga tongue. * You've found the needed warg claw. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | 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 | Belysevena the Glarewinnow (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +15% light Res.pen +10% light ----- def ----- Armour +4 Fatigue +3% Resists +12% temporal +5% arcane +6% nature Spell.save +6 (+3 eff.) HP.reg +4.00 Heal.mod +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 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.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | hardened leather cap 'Flashdash' (0 def, 3 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +2% Dmg.mod +12% blight +6% arcane +12% light Apr +2 Melee Ret 6 light ----- def ----- Armour +3 Fatigue +3% Resists +3% physical Die.at -80.00 life A cap made of leather. |
| On hands | heroic iron gauntlets of the nighthunter (0 def, 5 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +2 Cun dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +5 Fatigue +1% Resists +6% darkness Mind.save +6 (+3 eff.) Max.HP +42.00 ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Daimidig [power 122] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Str +3 Mag +1 Wil dps ---------- Crit.mult +10.00% Res.pen +15% physical Apr +1 ---------- misc Stam/turn +1.00 Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | mule's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Stun/Frz- +25% ---------- misc Max.enc +23 Rings make your fingers look great! |
| On fingers | Eilinayath0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +1 Dex dps ---------- Crit.mult +15.00% Dmg.mod +3% physical Res.pen +5% acid Acc +5 (+1 eff.) Apr +1 ----- def ----- HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
| Around neck | Islywe the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Mind.crit +1% Mind.pwr +10 (+5 eff.) Dmg.mod +3% mind ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
| In main hand | Lightbliss (104% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 light On Hit.r1 +16 light On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Res.pen +5% darkness ----- def ----- Defense +10 (+5 eff.) Resists +6% mind +3% light Spell.save +3 (+2 eff.) One-handed war axes. |
| Around waist | Starqueen the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Res.pen +10% light Acc +10 (+3 eff.) ----- def ----- Armour +6 Resists +6% lightning +6% temporal Die.at -40.00 life ---------- misc Light +1 A belt that goes around your waist. |
| In off hand | Titanic (20 def, 18 armour, 159% power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 160% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+10 eff.) Rng.Def +10 (+5 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | cashmere cloak 'Dagiran' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +3 (+1 eff.) Dmg.mod +3% physical Apr +5 ----- def ----- Defense +2 (+1 eff.) Fatigue -3% Resists +4% physical ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Aruneg the Ebonywill (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Res.pen +5% cold On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Resists +7% all Mind.save +16 (+8 eff.) Die.at -40.00 life Max.HP +100.00 Poison- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion (heal 40; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 573%; cd 13)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 573% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, light, cold, temporal, darkness)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 5 light, 4 cold, 4 temporal, 3 darkness Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
gold amulet of constitution (+5) =5con=0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Con Amulets make your neck look great! |
steel amulet 'Belukath'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Phys.crit +4.0% Apr +5 ----- def ----- Resists +2% physical ---------- misc Light +3 Infravis +2 Amulets make your neck look great! |
steel amulet 'Tarradur'0.1 T2 amulet jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +20.00% Mind.pwr +7 (+3 eff.) Dmg.mod +3% mind On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Mind.save +13 (+6 eff.) Confus- +16% ---------- misc Psi/ret +0.12 Amulets make your neck look great! |
Duskquick the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Crit.mult +5.00% Mind.pwr +5 (+2 eff.) Dmg.mod +9% mind Res.pen +10% darkness ----- def ----- Defense +6 (+3 eff.) ---------- misc Hate/m.crit +3.00 Rings make your fingers look great! |
Glintbolt the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Cun +4 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +3% light +11% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +6 (+3 eff.) Resists +22% cold Spell.save +3 (+2 eff.) ---------- misc Light +2 Rings make your fingers look great! |
psionicist's steel ring of corrosion (+20%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Mind.save +10 (+5 eff.) Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring 'Unlightquarry'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +6% lightning +3% darkness Res.pen +25% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 15% * 10% chance to reduce all saves and defense by 18 ----- def ----- Armour +8 Resists +6% darkness Rings make your fingers look great! |
warrior's gold ring of the mind (+13%)0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Str dps ---------- Dmg.mod +13% mind ----- def ----- Armour +8 Resists +13% mind Rings make your fingers look great! |
dwarven-steel battleaxe 'Earydorand' (136% power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Nature/Psionic Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit.r2 +24 lightning +19 cold On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +7 Str +9 Dex +7 Mag +11 Wil +7 Cun +10 Con dps ---------- Spell.crit +2% Crit.mult +5.00% Mov.spd +34% Res.pen +23% lightning +19% cold Phasing +30% Massive two-handed battleaxes. |
Genocide (152% power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 152% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
steady elm longbow of fire4.0 T1 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +8 fire While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +14% fire Acc +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
Kuhek the Dazzledream (100% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Psionic Power 100% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 mind +4 light On Hit.r1 +12 lightning On Hit: * 11% chance to reduce all saves and defense by 18 While equipped: Stats +1 Cun +2 Wil dps ---------- Dmg.mod +3% light Sharp, long, and deadly. |
hateful steel mace of evisceration (113% power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Master/Psionic Power 113% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 darkness Against +9% Living On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +5 (+2 eff.) Blunt and deadly. |
iron mace 'Chargelace' (109% power, 2 apr) =6con=3.0 T1 mace 1H weapon [Rare] Nature Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +6 Con +6 Wil ----- def ----- Armour +2 Resists +6% lightning +6% temporal +9% cold Phys.save +6 (+3 eff.) Max.HP +27.00 Blunt and deadly. |
gifted vined mindstar (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+3 eff.) ---------- 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. |
hungering mossy mindstar (75% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego+] Nature/Psionic Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Hate/kill +2.00 Psi/kill +1.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 39.35 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 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. |
fungal hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +1 Con ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 70 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
Geromildir (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Spell.crit +14% Crit.mult +10.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness Res.pen +15% mind +8% darkness ---------- misc Infravis +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Glorana the ash starstaff (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Mag dps ---------- Spell.crit +12% Spell.pwr +10 (+4 eff.) Dmg.mod +15% darkness +12% temporal ----- def ----- Phys.save +7 (+3 eff.) Spell.save +11 (+6 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Porowe the ash starstaff (111% power, 3 apr, blight element)5.0 T2 staff 2H weapon [Random Unique] Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +6% acid +15% blight Res.pen +15% acid ----- def ----- Defense +18 (+9 eff.) Resists +6% lightning ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 134.84 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
cruel ash starstaff (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of might (117% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 117% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+3 eff.) Dmg.mod +18% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
mighty dwarven-steel steamgun of fire4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +7 fire Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +9% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty steel steamgun of acid4.0 T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +11 acid Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +9% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Torytobar the Shinebreacher1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light Melee Ret 10 lightning 6 light ----- def ----- Max.HP +30.00 ---------- misc Light +1 A belt that goes around your waist. |
noble's rough leather belt of unlife =undead=1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +16% Summoned ----- def ----- Resists +6% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Pyresun the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% fire Melee Ret 6 fire ----- def ----- Defense +7 (+4 eff.) Phys.save +6 (+3 eff.) ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+4 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) =5con=2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 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. |
spellwoven woollen robe of light (+19%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) Dmg.mod +13% light ----- def ----- Resists +19% light +9% all Spell.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dairadramas the Magmahunger (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Mov.spd +10% Dmg.mod +9% light +3% fire Res.pen +10% light +5% fire Apr +5 ----- def ----- Armour +3 Fatigue -10% Resists +9% fire Phys.save +8 (+4 eff.) Max.HP +30.00 ---------- misc Max.enc +30 Stam/turn +0.30 A pair of boots made of leather. |
Eremilathadir the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Dmg.mod +9% mind ----- def ----- Armour +3 Fatigue +2% Resists +3% darkness Disarm- +20% ---------- misc Light +1 Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 106% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Acc +4 (+1 eff.) Apr +5 ----- def ----- Armour +2 Resists +8% blight Spell.save +10 (+5 eff.) 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. |
Ashstone the rough leather cap (0 def, 1 armour) =5con=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Mag +5 Con dps ---------- Res.pen +15% fire Melee Ret 6 nature 2 fire ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Glintvault the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Mag +2 Wil dps ---------- Dmg.mod +9% light ----- def ----- Armour +3 Fatigue +5% Resists +10% light +11% darkness ---------- misc See.Invis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Haribers (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Crit.mult +20.00% Phasing +30% ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane Phys.save +6 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Mana/s.crit +2.00 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Satyrbolt (0 def, 4 armour) =water breathing=3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.pwr +30 (+14 eff.) On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +4 Fatigue +4% Resists +9% cold Mind.save +6 (+3 eff.) ---------- misc Max.hate +10.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
clarifying linen wizard hat of knowledge (1 def, 0 armour)2.0 T1 head armor [Ego+] Psionic While equipped: Stats +6 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
eldritch linen wizard hat of light (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +11% light ----- def ----- Defense +1 (+1 eff.) Resists +16% light ---------- misc Mana/turn +0.80 Mana/ret +1.00 Max.mana +48.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 12 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
rough leather cap 'Abyssminister' (10 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% fire Res.pen +15% acid +5% fire ----- def ----- Armour +1 Defense +10 (+5 eff.) Fatigue +1% Phys.save +3 (+1 eff.) Die.at -80.00 life A cap made of leather. |
Glitterwaker the steel mail armour (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Str +5 Mag +5 Wil +6 Con dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Phys.pwr +12 (+4 eff.) Spell.pwr +13 (+5 eff.) Mind.pwr +11 (+5 eff.) Dmg.mod +9% light On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +15% Resists +14% lightning -12% light +6% blight +6% fire +7% darkness Phys.save +14 (+7 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) A suit of armour made of mail. |
prismatic steel mail armour of cold resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% cold +11% light +11% darkness A suit of armour made of mail. |
steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
steel mail armour 'Getiran' (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Wil dps ---------- Crit.mult +15.00% ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Crit.chn- 15.00% HP.reg +3.70 ---------- misc Stam/turn +1.00 Max.stam +30.00 Infravis +1 See.Invis +6 A suit of armour made of mail. |
cleansing hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +12% nature +11% blight A suit of armour made of leather. |
cured leather armour (6 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% A suit of armour made of leather. |
rejuvenating hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Max.HP +26.00 HP.reg +5.00 Heal.mod +10% ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
rejuvenating hardened leather armour of acid resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +16% acid HP.reg +2.80 ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
Abyssrain (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid +9% fire +6% cold Res.pen +25% fire ----- def ----- Armour +9 Fatigue +22% Resists +21% acid +9% fire A suit of armour made of metal plates. |
impenetrable steel plate armour of stability (0 def, 14 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +14 Fatigue +22% Resists +6% physical Phys.save +13 (+6 eff.) A suit of armour made of metal plates. |
Arthudetorek the steel shield (0 def, 10 armour, 113% power, 58 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 113% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +58 Melee+ +13 cold While equipped: Stats +2 Wil dps ---------- On shield block: * Deals 85 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) * Cause enemies within radius 6 to bleed for 193 physical damage over 5 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% Resists +12% cold +17% fire Teleport- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
Wrathroot's Barkwood (9 def, 10 armour, 135% power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 135% Range: 1.4x Uses 150% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
coruscating steel shield of the stars (0 def, 4 armour, 112% power, 42.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 112% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 Melee+ +11 fire +10 light +12 darkness While equipped: Stats +3 Str +3 Mag +3 Cun dps ---------- Dmg.mod +11% light +10% darkness Melee Ret 3 fire ----- def ----- Armour +4 Fatigue +8% Resists +11% fire +11% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 111% power, 40 block)7.0 T2 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 111% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of ash arrows (19/19, 117% power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Normal] Power 117% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 19 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of accuracy (17/17, 124% power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego] Master Power 124% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +7 Crit +1.5% Capacity 17 Arrows are used with bows to pierce your foes to death. |
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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
Bearoddadig the Rainjam2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% nature Melee Ret 2 nature 12 fire On Hit (Melee): * 20% chance to slow global speed by 44% * 10% chance to reduce all saves and defense by 18 ----- def ----- Resists +5% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Lustresorrow2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid +9% light Res.pen +15% acid +5% light Melee Ret 6 light ----- def ----- Resists +3% light ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
blazing pouch of dwarven-steel shots of erosion (21/21, 137% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Nature Power 137% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 Ranged+ +5 nature +8 fire On Crit.r2 +7 fire Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of accuracy (18/18, 142% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Master Power 143% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +3 Crit +5.0% Capacity 18 Shots are used with slings to pummel your foes to death. |
Lisubeth [power 100] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Cun dps ---------- Crit.mult +10.00% Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Hate/m.crit +1.00 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 221 Base Damage: 100 Armor: 4 All Resist: 4 Puts all charms on 25 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Blastrot the ash wand of clairvoyance [power 10] (15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +4 Str +1 Mag dps ---------- Dmg.mod +3% lightning Reveal the area around you, dispelling darkness (radius 10, power 71 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to heal for 31. 100% to gain a 12% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Thunderlady [power 188] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +25% arcane Melee Ret 4 arcane ----- def ----- Resists +15% lightning +9% darkness Create a shield absorbing up to 188 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 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Kyrieli the Morning Star the Shalore Sun Paladin level 10
14th Dusk 122nd year of Ascendancy at 01:13 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Kyrieli the Morning Star the Shalore Sun Paladin level 10
5th Flare 122nd year of Ascendancy at 05:12 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Kyrieli the Morning Star the Shalore Sun Paladin level 20
76th Haze 122nd year of Ascendancy at 05:25 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Kyrieli the Morning Star the Shalore Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 19:53 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Kyrieli the Morning Star the Shalore Sun Paladin level 20
19th Regrowth 123rd year of Ascendancy at 22:31 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Kyrieli the Morning Star the Shalore Sun Paladin level 16
56th Haze 122nd year of Ascendancy at 17:37 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Kyrieli the Morning Star the Shalore Sun Paladin level 10
28th Haze 122nd year of Ascendancy at 17:34 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Kyrieli the Morning Star the Shalore Sun Paladin level 10
9th Flare 122nd year of Ascendancy at 22:31 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Kyrieli the Morning Star the Shalore Sun Paladin level 20
76th Haze 122nd year of Ascendancy at 16:27 see stats
Log
Kyrieli the Morning Star's is no longer weakened.
Kyrieli the Morning Star is less vulnerable.
Talent Shield Pummel is ready to use.
Resting starts...
Talent Sun Ray is ready to use.
Talent Shield Slam is ready to use.
Talent Path of the Sun is ready to use.
Rested for 5 turns (stop reason: all resources and life at maximum).
Lore found: expedition journal entry (daikara)
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 8 turns (stop reason: learnt lore).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Kyrieli the Morning Star picks up (7.): quiver of ash arrows of accuracy (17/17, 124% power, 7 apr).
There is a way to the next level here (press '' or right click to use).
Ran for 11 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 81 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 81 turns (stop reason: at exit).

















































































































