













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Halfling |
| Class | Rogue |
| Level / Exp | 22 / 26% |
| Size | medium |
| Lifes / Deaths | Killed by Shasshhiy'Kaish at level 22 on the 10th Allure 123rd year of Ascendancy at 05:26 / 2Killed by Shasshhiy'Kaish at level 22 on the 10th Allure 123rd year of Ascendancy at 06:31 |
Primary Stats
| Strength | 14 (base 13) |
| Dexterity | 54 (base 42) |
| Constitution | 16 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 66 (base 50) |
Resources
| Life | -224/743 |
| Stamina | 128/198 |
| Healing Factor | 1.2545771506545 |
| Regeneration | 15.995858670845 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 42.213032150508 |
| See Invisible | 60.213032150508 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 54 |
| Crit Chance | 38% |
| APR | 36 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 32 |
| Accuracy | 54 |
| Crit Chance | 34% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +11% |
| Darkness | +5% |
| Nature | +14% |
| Temporal | +9% |
| Blight | +3% |
| Arcane | +6% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Acid | +17% |
| Temporal | +17% |
| Physical | +17% |
| Darkness | +17% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 19 (49.007671158813%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 20 |
| Mental Save | 33 |
Defense: Resistances
| Blight | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
| Lightning | + 3%( 70%) |
| Light | + 3%( 70%) |
| Physical | + 13%( 70%) |
| Darkness | + 10%( 70%) |
| Fire | + 3%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 10% |
| Bleed Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 161 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 37 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: 18 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 37 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 616% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Artifice | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
| beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
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 failed to protect the lost defiler from death by Adanne the snow giant. Escort: lost defiler (level 1 of Daikara) | failed |
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 talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | 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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 AlchemistsUngrol 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 red crystal shard. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 | Berivon (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Crit +5.0% Physical Power +3 (+1 eff.) Ignore resists +10% physical Ignore Armor +10 defense ------ Armor +4 Fatigue +3% Resistance +3% light Crit Resistance 10.00% Mind save +6 (+3 eff.) Life Regen +4.00 other ------- Max stamina +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Yvolewyn2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Armor +8 Defense +10 (+3 eff.) Resistance +5% arcane +2% physical Spell save +3 (+2 eff.) Life +43.00 Life Regen +2.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Armerig (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Mind Crit +3% Damage +11% physical defense ------ Defense +1 (+0 eff.) Resistance +3% lightning +11% physical +6% mind Poison Resist +10% A pointy cloth hat, very wizardly... |
| On hands | heroic hardened leather gloves (0 def, 5 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: defense ------ Armor +5 Mind save +7 (+4 eff.) Life +54.00 Unarmed combat: Weapon Damage 21.5 - 23.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +4 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Satyrbreak the iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Mag +1 Con offense ------ Damage +3% nature Ignore resists +5% acid Ignore Armor +6 other ------- See Invis +18 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 22 turn cooldown Effective talent level: 3.9 Power cost 22 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | titan's copper ring of nature (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +11% nature defense ------ Resistance +22% nature Physical save +6 (+4 eff.) Rings make your fingers look great! |
| On fingers | Filthdare the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +4 Dex offense ------ Damage +3% mind Accuracy +6 (+2 eff.) When Hit 6 light On-Hit (Melee): * 20% chance to slow global speed by 44% * 10% chance to reduce all saves and defense by 19 Rings make your fingers look great! |
| Around neck | copper amulet 'Islebretha'0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Damage +3% blight defense ------ Defense +10 (+3 eff.) Fatigue -5% Resistance +3% fire Unlife -40.00 life Life +100.00 Life Regen +2.00 Amulets make your neck look great! |
| In main hand | Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 58.63 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Around waist | Layorin the hardened leather belt1.0 Encumbrance T3 belt armor [Random Unique] Master/Psionic While equipped: Stats +5 Dex +2 Wil +4 Cun +7 Lck offense ------ Physical Power +4 (+1 eff.) Damage +6% arcane +9% temporal Ignore resists +10% temporal When Hit 2 temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Spell save +7 (+4 eff.) Mind save +5 (+3 eff.) Stealth +7 Life +66.00 other ------- Disarm Traps +7 Infravision +4 Size +1 A belt that goes around your waist. |
| In off hand | Veledhetta (13-17 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 13.0 - 16.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 cold On-Hit, radius 1 +8 acid +5 fire While equipped: offense ------ Ignore resists +5% acid +7% all Accuracy +8 (+2 eff.) Ignore Armor +6 defense ------ Resistance +6% blight Sharp, short and deadly. |
| Cloak | Gywe (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con offense ------ Critical power +20.00% Physical Power +10 (+3 eff.) Accuracy +20 (+6 eff.) defense ------ Defense +6 (+2 eff.) Healmod +10% Cut Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide rough leather armour of resilience (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Nature While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Life +53.00 Life Regen +4.50 Healmod +10% A suit of armour made of leather. |
Inventory
healing infusion (heal 65; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 65 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 (speed 512%; cd 9)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 512% 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. 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 |
copper amulet of dexterity (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
rogue's steel ring of frost (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun offense ------ Damage +10% cold defense ------ Defense +4 (+1 eff.) Resistance +20% cold Rings make your fingers look great! |
Hazestake the ash magestaff (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Critical power +10.00% Spellpower +6 (+5 eff.) Spellpower/crit +6 Damage +6% arcane +21% cold Ignore resists +25% arcane Ignore Shields +30% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Pitchquake (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +11 (+7 eff.) Spellpower/crit +4 Damage +18% arcane +15% cold Ignore resists +25% darkness defense ------ Resistance +12% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel battleaxe of massacre (32-49 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Ego] Master Weapon Damage 32.5 - 48.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% Massive two-handed battleaxes. |
truestriking steel greatmaul of the mystic (28-42 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego+] Arcane/Master Weapon Damage 28.0 - 42.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +10 (+7 eff.) Ignore resists +10% physical Accuracy +13 (+4 eff.) Ignore Armor +10 Massive two-handed mauls. |
steel mace (15-21 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Normal] Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Blunt and deadly. |
warbringer's steel mace of erosion (13-18 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Ego+] Nature/Master Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +8 nature While equipped: Stats +2 Con offense ------ Physical Power +5 (+2 eff.) Ignore resists +5% physical defense ------ Disarm Resist +16% Blunt and deadly. |
steel waraxe 'Charobeisance' (15-21 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Rare] Master Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 20% chance to reduce armor by 19% While equipped: offense ------ Damage +9% fire Ignore resists +8% all Accuracy +10 (+3 eff.) Ignore Armor +9 defense ------ Resistance +3% cold +12% fire One-handed war axes. |
Bokunik the iron dagger (15-20 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 15.0 - 19.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Physical Crit +3.0% Physical Power +10 (+3 eff.) Ignore resists +5% acid defense ------ Defense +20 (+7 eff.) Sharp, short and deadly. |
Star (10-13 power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Weapon Damage 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Light damage. While equipped: other ------- Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Boltpunish the vined mindstar (6-7 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature Weapon Damage 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +8 physical While equipped: Stats +2 Dex offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Ignore resists +15% lightning +20% physical defense ------ Physical save +18 (+10 eff.) Life +19.00 Life Regen +1.00 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eye of Winter (8-9 power, 18 apr, cold damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +10% cold Ignore resists +10% cold defense ------ Armor +10 Resistance -10% fire This mindstar glows with a dim cool light, but seems somehow incomplete. |
creative vined mindstar (4-5 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Weapon Damage 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +2% Critical power +6.00% Mindpower +4 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Lisalle4.0 Encumbrance T2 longbow 2H weapon [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On Hit: * 20% chance to reduce armor by 19% While equipped: Stats +2 Str offense ------ Physical Crit +5.0% Accuracy +11 (+3 eff.) defense ------ Armor +8 Resistance +15% acid other ------- Reload +1 Longbows are used to shoot arrows at your foes. |
mighty cured leather sling of cunning (+3)4.0 Encumbrance T2 sling 1H weapon [Ego] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +3 Cun +2 Str offense ------ Physical Power +8 (+3 eff.) Ignore resists +5% physical Slings are used to hurl stones or metal shots at your foes. |
penetrating steel steamgun4.0 Encumbrance T2 steamgun 1H weapon Reqs Steam Pool [Ego+] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Ignore resists +7% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's dwarven-steel steamgun of piercing4.0 Encumbrance T3 steamgun 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Ignore resists +7% all Accuracy +12 (+4 eff.) Ignore Armor +5 other ------- Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
flaming pouch of steel shots of daylight (20/20, 20-24 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 20 On-ranged-hit +6 light Damage Against +5% Undead On-Hit, radius 1 +7 fire Shots are used with slings to pummel your foes to death. |
iron shield of the stars (0 def, 2 armour, 20 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Cun +2 Mag offense ------ Damage +11% light +11% darkness defense ------ Armor +2 Fatigue +8% Resistance +11% light +11% darkness other ------- Talents +1 Block Handheld deflection devices. |
Betydhedhethra the linen robe (0 def, 4 armour)2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: offense ------ Physical Crit +2.0% Damage +13% blight +21% arcane Ignore resists +10% arcane defense ------ Armor +4 Resistance +13% blight +7% all Physical save +18 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing linen robe of time (+10%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil offense ------ Damage +10% temporal defense ------ Resistance +7% all +10% temporal other ------- Mana/turn +0.11 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+4 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+6 eff.) Send out a range 5 beam of kinetic energy, dealing 36.41 to 45.51 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
cured leather armour 'Bethetta' (14 def, 4 armour)9.0 Encumbrance T2 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Str +7 Dex +4 Mag +4 Wil +3 Cun offense ------ Damage +9% physical When Hit 4 physical defense ------ Armor +4 Defense +14 (+5 eff.) Fatigue +7% Resistance +15% cold Physical save +6 (+4 eff.) Life +30.00 other ------- Stamina/turn +1.00 A suit of armour made of leather. |
Sparkbearer (9 def, 9 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Random Unique] Nature/Master While equipped: offense ------ Damage +9% light Ignore resists +5% lightning defense ------ Armor +9 Defense +9 (+3 eff.) Fatigue +8% Resistance +8% acid +6% light +5% cold +19% fire +6% lightning Life Regen +3.50 other ------- Stamina/turn +0.80 Breathe water A suit of armour made of leather. |
rejuvenating hardened leather armour of stability (9 def, 6 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +6% physical Physical save +13 (+7 eff.) Life Regen +3.50 other ------- Stamina/turn +0.80 A suit of armour made of leather. |
radiant dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Nature While equipped: Stats +2 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +12% blight +13% darkness other ------- Light +2 A suit of armour made of mail. |
Bogwilder1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +20% nature When Hit 6 nature On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Resistance +6% lightning +6% temporal +3% mind A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
Saluvea the Shimmersmash1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +12% lightning Ignore resists +20% acid When Hit 8 lightning On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Resistance +6% temporal Life +34.00 A belt that goes around your waist. |
Zanerodig the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Con offense ------ Physical Power +5 (+2 eff.) defense ------ Defense +10 (+3 eff.) Resistance +4% physical Unlife -40.00 life Life +30.00 A belt that goes around your waist. |
spiritwalker's hardened leather belt1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: Stats +5 Mag other ------- Mana/turn +0.14 Max mana +23.00 A belt that goes around your waist. |
Voidrot the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +6 Str +1 Cun +2 Con offense ------ Ignore resists +5% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Cinderraider' (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Mind Crit +2% Critical power +10.00% Damage +3% fire defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of fog (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Nature While equipped: defense ------ Defense +6 (+2 eff.) Resistance +11% light +11% fire Stealth +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of the voidstalker (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane/Nature While equipped: defense ------ Defense +1 (+0 eff.) Resistance +11% darkness +10% temporal Life +32.00 Out-of-Phase Defense +11 Out-of-Phase Resistance +11% Out-of-Phase Resilience +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dawntrail the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +1 Str +2 Dex +3 Mag +5 Wil +4 Cun +1 Con defense ------ Armor +1 Physical save +5 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Light +1 A pair of boots made of leather. |
Layiba the pair of rough leather boots (0 def, 4 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str +3 Mag +3 Wil offense ------ When Hit 6 mind defense ------ Armor +4 Crit Resistance 5.00% other ------- Infravision +2 A pair of boots made of leather. |
Zanesta the Blackradiance (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Critical power +5.00% Damage +12% physical Accuracy +5 (+1 eff.) Ignore Armor +1 When Hit 2 physical On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Armor +3 Fatigue +2% Life Regen +2.00 Healmod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Hettyhad' (0 def, 6 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +6 Fatigue +2% Resistance +9% darkness Mind save +9 (+5 eff.) Unlife -40.00 life Blind Resist +20% Disarm Resist +20% other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
storm rough leather gloves of strength (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+2 eff.) On-Hit 5 lightning Damage +4% lightning defense ------ Armor +1 Resistance +5% lightning Unarmed combat: Weapon Damage 11.5 - 12.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +6 lightning On Hit: 10% Lightning Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of butchering (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Disrupt/Psionic While equipped: offense ------ Physical Power +4 (+1 eff.) Accuracy +12 (+4 eff.) Ignore Armor +8 defense ------ Armor +2 Resistance +6% blight Physical save +5 (+3 eff.) Spell save +12 (+6 eff.) Mind save +6 (+3 eff.) Disarm Resist +20% Unarmed combat: Weapon Damage 16.0 - 17.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +8 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Perfect Control 3 On Hit: * 10% chance to slow global speed by 44% * 10% chance to reduce armor by 19% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aerolrarin (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Dex offense ------ Critical power +10.00% Accuracy +10 (+3 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% temporal Disease Resist +10% other ------- Psi when Hit +0.20 Unarmed combat: Weapon Damage 10.0 - 14.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +3 Critical Rate +6.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
aegis cashmere wizard hat of decomposition (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego++] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Resistance +4% lightning +5% temporal +4% light +5% fire +4% nature +4% acid +3% blight +6% cold +5% darkness Shield Power +5% Life Regen +3.20 A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 13 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 27.21 to 81.64 lightning damage (54.43 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Glunn (10 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +13 (+4 eff.) defense ------ Armor +5 Defense +10 (+3 eff.) Fatigue +5% Resistance +2% physical Unlife -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+4 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+4 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. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dourweeper2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: Stats +1 Str offense ------ Critical power +10.00% Ignore Armor +1 On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Armor +2 Resistance +1% physical +3% all Spell save +6 (+3 eff.) other ------- Stamina/turn +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +5 (+3 eff.) Healmod +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Yvata the ash wand of conjuration [power 155] (13 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: Stats +4 Mag other ------- Infravision +2 See Invis +3 Fire a magical bolt dealing 155 fire damage Puts all charms on 13 turn cooldown 100% to reduce fatigue by 22% for 2 turns. 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Syll the Halfling Rogue level 11
72nd Dusk 122nd year of Ascendancy at 12:27 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Syll the Halfling Rogue level 10
5th Mirth 122nd year of Ascendancy at 16:06 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Syll the Halfling Rogue level 20
66th Haze 122nd year of Ascendancy at 10:22 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Syll the Halfling Rogue level 21
4th Decay 122nd year of Ascendancy at 15:51 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Syll the Halfling Rogue level 7
78th Pyre 122nd year of Ascendancy at 23:35 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Syll the Halfling Rogue level 19
63rd Haze 122nd year of Ascendancy at 02:38 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Syll the Halfling Rogue level 15
10th Haze 122nd year of Ascendancy at 19:34 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Syll the Halfling Rogue level 22
10th Allure 123rd year of Ascendancy at 05:26 see stats
Log
Syll activates Apply Poison.
Talent Track is ready to use.
Syll uses Track.
Talent Infusion: Regeneration is ready to use.
Syll activates Trained Reactions.
Syll activates Numbing Poison.
Syll activates Leeching Poison.
Talent Shadow Dance is ready to use.
Talent Track is ready to use.
Syll uses Track.
Shasshhiy'Kaish casts Meteor Rain.
Syll reacts to damage from Shasshhiy'Kaish, mitigating the blow!.
Syll reacts to damage from Shasshhiy'Kaish, mitigating the blow!.
Syll tries to evade attacks.
Syll reacts to damage from Shasshhiy'Kaish, mitigating the blow!.
Syll reacts to damage from Shasshhiy'Kaish, mitigating the blow!.
Syll is recovering from the damage!
Syll reacts to damage from Shasshhiy'Kaish, mitigating the blow!.
Syll reacts to damage from Shasshhiy'Kaish, mitigating the blow!.
Syll reacts to damage from Shasshhiy'Kaish, mitigating the blow!.
Syll reacts to damage from Shasshhiy'Kaish, mitigating the blow!.
Syll reacts to damage from Shasshhiy'Kaish, mitigating the blow!.
Syll reacts to damage from Shasshhiy'Kaish, mitigating the blow!.
Shasshhiy'Kaish hits Syll for (39 reacted , -5 stam), 86 physical, (50 reacted , -5 stam), 111 fire, (41 reacted , -5 stam), 84 physical, (53 reacted , -5 stam), 108 fire, (41 reacted , -5 stam), 84 physical, (53 reacted , -5 stam), 108 fire, (41 reacted , -5 stam), 84 physical, (53 reacted , -5 stam), 108 fire, (41 reacted , -5 stam), 84 physical, (53 reacted , -5 stam), 108 fire (967 total damage).
Syll the level 22 halfling rogue was burnt to death by Shasshhiy'Kaish and used for her perverted desires on level 1 of Daikara.




















































































































