
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official 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:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Comfortably Generous Levels 1.6.7Is Slightly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Forbidden Cults 1.7.0Official 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 | Madness Adventure |
| Sex | Female |
| Race | Higher |
| Class | Adventurer |
| Level / Exp | 18 / 15% |
| Size | medium |
| Lifes / Deaths | Killed by Poleda the green mold at level 8 on the 5th Mirth 122nd year of Ascendancy at 12:05 0 / 7Killed by Emelevena the copperhead snake at level 8 on the 6th Mirth 122nd year of Ascendancy at 10:23 Killed by elven cultist at level 9 on the 9th Mirth 122nd year of Ascendancy at 22:36 Killed by Silolaith the gloomy white wolf at level 15 on the 12nd Dusk 122nd year of Ascendancy at 07:30 Killed by Islirenne the master vampire at level 17 on the 23rd Dusk 122nd year of Ascendancy at 00:38 Killed by The Prophet at level 18 on the 27th Dusk 122nd year of Ascendancy at 16:32 Killed by The Prophet at level 18 on the 27th Dusk 122nd year of Ascendancy at 17:21 |
Primary Stats
| Strength | 23 (base 12) |
| Dexterity | 16 (base 12) |
| Constitution | 56 (base 46) |
| Magic | 65 (base 33) |
| Willpower | 32 (base 12) |
| Cunning | 50 (base 29) |
Resources
| Mana | 252/312 |
| Negative | 86/101 |
| Vim | 118/168 |
| Life | -725/553 |
| Paradox | 300 |
| Stamina | 206/206 |
| Soul | 10/10 |
| Healing Factor | 1.7300460901467 |
| Regeneration | 7.3526958831236 |
Speed
| Mental | -4.8072656966269E-12% |
| Attack | 0% |
| Movement | 0% |
| Spell | -4.8072656966269E-12% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 9 |
| Infravision | 9 |
| See Stealth | 17.411232992324 |
| See Invisible | 17.411232992324 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 41 |
| Crit Chance | 14% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 37 |
| Accuracy | 41 |
| Crit Chance | 14% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Arcane | +22% |
| Cold | +3% |
| All | 0% |
| Darkness | 0% |
| Light | +10% |
| Physical | +17% |
| Mind | +6% |
| Nature | +8% |
Offense: Damage Penetration
| Physical | +11% |
| Cold | +21% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 11 (35.65183292883%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 34 |
| Mental Save | 31 |
Defense: Resistances
| Darkness | + 50%( 70%) |
| Lightning | + 44%( 70%) |
| Nature | + 40%( 70%) |
| Temporal | + 36%( 70%) |
| Blight | + 40%( 70%) |
| Arcane | + 42%( 70%) |
| Acid | + 40%( 70%) |
| All | + 34%( 70%) |
Defense: Immunities
| Confusion Resistance | 30% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 283 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 81 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 200 damage for 3 turns. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Shadow magic | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Spell / Undead drake | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Corruption / Bone | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Spell / Nightfall | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Spell / Necrosis | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Chronomancy | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Hymns | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the repented thief from death by Aeroma the rattlesnake. Escort: repented thief (level 2 of Scintillating Caves) | failed |
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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed red crystal shard. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of 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 warg claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 |
Equipment
| On feet | Cameharahor (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +7 Mag +1 Wil +3 Cun +2 Con ----- def ----- Armour +3 Fatigue +2% Phys.save +11 (+4 eff.) Mind.save +13 (+6 eff.) ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Hettadur2.0 T1 lite [Rare] Nature While equipped: Stats +1 Mag dps ---------- Spell.crit +1% Spell.pwr +15 (+4 eff.) ----- def ----- Resists +6% blight Phys.save +5 (+2 eff.) Heal.mod +11% ---------- misc Mana/s.crit +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. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | brawler's hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +3 Str +3 Dex +3 Cun ----- def ----- Armour +2 Phys.save +5 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling'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. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | conjurer's steel ring of power0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +13 (+4 eff.) Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | Cloudfist the iron mace (14-20 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Nature Power 14.0 - 19.6 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +6 Con +6 Wil dps ---------- Dmg.mod +6% mind Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Resists +15% lightning Max.HP +11.00 Blunt and deadly. |
| Around waist | Korerohad the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +9% physical Res.pen +5% physical ----- def ----- Resists +9% acid +3% temporal HP.reg +1.00 Heal.mod +11% A belt that goes around your waist. |
| In off hand | Beagoruidur the Fogglean (18-26 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 18.5 - 25.9 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 100 damage While equipped: dps ---------- Res.pen +6% all Acc +5 (+2 eff.) Apr +5 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Resists +3% blight Blunt and deadly. |
| Cloak | Shiveredge the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Cun +2 Con dps ---------- Dmg.mod +3% acid +3% cold Res.pen +15% cold ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.crit +20% Spell.pwr +15 (+4 eff.) Dmg.mod +22% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Inventory
schematic: Ablative Armour0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 204 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+6 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
savior's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +9 (+4 eff.) Rings make your fingers look great! |
titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
steel battleaxe of massacre (29-44 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master Power 29.0 - 43.5 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
plaguebringer's dwarven-steel dagger (19-25 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane Power 19.0 - 24.7 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 28 While equipped: ----- def ----- Disease- +14% Sharp, short and deadly. |
dwarven-steel greatmaul 'Demonglean' (42-62 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Disrupt Power 41.5 - 62.2 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Against +16% Unnatural On Hit: * 20% chance to reduce damage dealt by 19% While equipped: Stats +5 Wil dps ---------- Dmg.mod +6% darkness +12% fire Melee Ret 8 lightning ----- def ----- Resists +12% lightning Massive two-handed mauls. |
Malereldil the Obsidianrigor (22-34 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Psionic Power 21.5 - 34.4 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +13 mind On Hit: * 16% chance to reduce all saves and defense by 23 While equipped: Stats +3 Cun +3 Wil ----- def ----- Resists +6% darkness +6% temporal Mind.save +6 (+3 eff.) Max.HP +100.00 Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed swords. |
dwarven-steel greatsword of shearing (33-53 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 33.0 - 52.8 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% all Acc +10 (+3 eff.) Apr +10 Massive two-handed swords. |
steel greatsword of crippling (23-37 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 23.0 - 36.8 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Massive two-handed swords. |
steel greatsword of erosion (22-35 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature Power 22.0 - 35.2 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +13 nature Massive two-handed swords. |
acidic dwarven-steel longsword of massacre (26-36 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane/Master Power 26.0 - 36.4 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 167 damage over 5 turns and reducing armor and accuracy by 21 Sharp, long, and deadly. |
dwarven-steel longsword of erosion (25-35 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Nature Power 25.0 - 35.0 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 nature Sharp, long, and deadly. |
iron longsword (13-18 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 13.0 - 18.2 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron longsword (11-15 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 11.0 - 15.4 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron longsword 'Xeradheta' (16-22 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 15.5 - 21.7 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 10 arcane resource burn While equipped: Stats +1 Dex dps ---------- Phys.crit +2.0% ----- def ----- Resists +3% darkness Sharp, long, and deadly. |
acidic iron mace (14-20 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 14.0 - 19.6 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 167 damage over 5 turns and reducing armor and accuracy by 21 Blunt and deadly. |
acidic steel mace of daylight (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 14.0 - 19.6 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 light Against +7% Undead On Crit: * Splash the target with acid dealing 167 damage over 5 turns and reducing armor and accuracy by 21 Blunt and deadly. |
balanced dwarven-steel mace of vileness (29-41 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane/Master Power 29.0 - 40.6 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +7 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 28 While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+3 eff.) Disarm- +23% Blunt and deadly. |
creative vined mindstar (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+2 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. |
Turudunaharakan the Satyrbane (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +9% cold +20% arcane +3% nature ----- def ----- Defense +7 (+3 eff.) Resists +6% mind Max.HP +60.00 Heal.mod +20% ---------- misc Light +4 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 127.64 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. |
ash magestaff (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Silethra (22-34 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Random Unique] Master/Psionic/Steamtech Power 22.5 - 33.8 Phys.bleed Uses 100% Mag Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +25 Melee+ +4 mind On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Uses 1.0 Steam While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% mind ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +17% cold ---------- misc See.Invis +3 Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel steamsaw 'Wretchripper' (22-33 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Rare] Nature/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 100% Mag Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +47 Uses 1.0 Steam While equipped: dps ---------- Melee+ 15 lightning Dmg.mod +12% nature Melee Ret 6 lightning ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +12% light ---------- misc Light +3 See.Invis +15 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw (14-20 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Normal] Steamtech Power 13.5 - 20.2 Phys.bleed Uses 100% Mag Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Aerokalthothad the Singehack (12-17 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Psionic Power 12.0 - 16.8 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 darkness +4 fire Against +6% Living While equipped: dps ---------- Mind.crit +3% Dmg.mod +9% mind ----- def ----- Resists +3% blight Disease- +10% One-handed war axes. |
steel waraxe (12-17 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Starshine'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +15% acid ----- def ----- Resists +3% light Max.HP +30.00 ---------- misc Light +1 A belt that goes around your waist. |
cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +2 (+1 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 (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Raindash (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Mag +4 Con dps ---------- Dmg.mod +12% fire Res.pen +5% lightning ----- def ----- Resists +18% fire +18% cold +7% all ---------- misc Infravis +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +9% blight +11% all Max.HP +52.00 HP.reg +1.50 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Elenekor' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Arcane While equipped: Stats +1 Cun +1 Mag dps ---------- Dmg.mod +12% arcane On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Resists +6% mind +7% all Crit.dmg- 5.00% ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Duskjeer (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun ----- def ----- Armour +4 Fatigue +3% Resists +9% darkness HP.reg +4.00 Heal.mod +15% ---------- misc Light +3 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 45% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Eragogrim the Boltstoker (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +12% lightning +9% cold Res.pen +5% mind +10% lightning ----- def ----- Armour +3 Resists +3% lightning +12% cold +3% mind Phys.save +8 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +11 (+5 eff.) A pair of boots made of leather. |
Frozentaint the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mov.spd +10% Res.pen +25% cold Melee Ret 6 fire ----- def ----- Armour +4 Fatigue -1% Resists +15% mind Max.HP +44.00 ---------- misc Stam/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Isodath (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +5 Dex +2 Con ----- def ----- Armour +4 Fatigue +3% Resists +3% nature Poison- +10% Silence- +20% Knockbk- +20% Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Resists +5% fire +7% cold A pair of boots made of leather. |
pair of hardened leather boots 'Gleamschism' (0 def, 9 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +9% light Acc +20 (+7 eff.) ----- def ----- Armour +9 Resists +7% lightning +9% temporal Phys.save +6 (+3 eff.) A pair of boots made of leather. |
pair of rough leather boots 'Blazehack' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind Res.pen +10% mind +5% light On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +14.00 A pair of boots made of leather. |
pair of rough leather boots 'Poxmaim' (10 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +7 Lck +4 Dex ----- def ----- Armour +1 Defense +10 (+4 eff.) Resists +5% arcane +2% physical Mind.save +3 (+1 eff.) Stealth +6 Disarm- +20% A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 43.00 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
cinder dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 5 fire Dmg.mod +3% fire ----- def ----- Armour +2 Fatigue +3% Resists +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 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. |
Blastblight the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Con dps ---------- Res.pen +25% lightning ----- def ----- Armour +3 Fatigue +3% Resists +9% blight Poison- +20% A cap made of leather. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +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: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 31.44 to 94.32 lightning damage (62.88 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Dairomnir (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +4 Wil +3 Cun dps ---------- Phys.pwr +20 (+6 eff.) ----- def ----- Defense +2 (+1 eff.) Phys.save +9 (+4 eff.) Mind.save +6 (+3 eff.) ---------- misc Max.stam +30.00 A pointy cloth hat, very wizardly... |
Frostwreck the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Rare] Disrupt While equipped: dps ---------- Res.pen +15% cold ----- def ----- Armour +3 Fatigue +3% Resists +12% lightning +3% temporal +17% blight +11% nature +9% mind A hat made of leather. Very stylish. |
Niyon the Splendourwreath (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +3% light Res.pen +10% darkness Melee Ret 10 mind ----- def ----- Armour +4 Fatigue +4% Resists +9% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Duskcrack' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +3% darkness Res.pen +10% fire Melee Ret 2 fire ----- def ----- Armour +4 Fatigue +4% Resists +18% darkness +3% fire Phys.save +5 (+2 eff.) Mind.save +9 (+4 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding hardened leather hat of dexterity (+7) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +7 Dex ----- def ----- Armour +3 Fatigue +3% Resists +5% lightning +9% temporal A hat made of leather. Very stylish. |
stabilizing rough leather hat (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+4 eff.) A hat made of leather. Very stylish. |
Hettydohek the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Rare] Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +6% light +22% fire Phys.save +12 (+5 eff.) Die.at -40.00 life ---------- misc Stam/turn +3.00 A suit of armour made of mail. |
cleansing dwarven-steel mail armour of stability (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +12% blight +6% physical +15% nature Phys.save +12 (+5 eff.) A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +16% cold HP.reg +3.20 ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of stability (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +5% physical Phys.save +10 (+4 eff.) HP.reg +2.90 ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
Emewyn the Winterbane (9 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +24% cold ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +15% acid +3% nature +9% darkness +3% light A suit of armour made of leather. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+5 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
prismatic hardened leather armour of spell shielding (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +10% light +11% darkness +6% arcane Spell.save +12 (+6 eff.) A suit of armour made of leather. |
dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
prismatic steel plate armour of stability (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Arcane/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +6% physical +12% light +11% darkness Phys.save +12 (+5 eff.) A suit of armour made of metal plates. |
steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Normal] While equipped: ----- def ----- Armour +9 Fatigue +22% A suit of armour made of metal plates. |
dwarven-steel shield of cold resistance (+18%) (0 def, 6 armour, 83.5 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +18% cold ---------- misc Talents +1 Block Handheld deflection devices. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
75 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
3 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. |
Betabretira the Nimbussmasher2.0 T1 lite [Rare] Arcane While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% lightning Res.pen +5% arcane Melee Ret 11 fire ----- def ----- Resists +6% 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A View From The Gallery (Madness (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By The Prophet the Higher Adventurer level 11
8th Flare 122nd year of Ascendancy at 08:26 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By The Prophet the Higher Adventurer level 10
10th Mirth 122nd year of Ascendancy at 22:44 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By The Prophet the Higher Adventurer level 7
4th Mirth 122nd year of Ascendancy at 00:42 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By The Prophet the Higher Adventurer level 7
79th Pyre 122nd year of Ascendancy at 06:05 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By The Prophet the Higher Adventurer level 10
2nd Flare 122nd year of Ascendancy at 18:12 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By The Prophet the Higher Adventurer level 13
10th Flare 122nd year of Ascendancy at 22:26 see stats
Unstoppable (Madness (Adventure) difficulty)
Returned from the dead.By The Prophet the Higher Adventurer level 18
27th Dusk 122nd year of Ascendancy at 16:32 see stats
Log
A shield forms around The Prophet.
Your shield crumbles under the damage!
The shield around The Prophet crumbles.
The Prophet hits The Prophet for (227 absorbed) damage.
Bone Shield hits The Prophet for (277 to bones) damage.
Bone Shield hits The Prophet for (304 to bones) damage.
The Prophet activates Shielding.
Not enough space to summon warden!
Not enough space to summon warden!
The Prophet unleashes a blast of frostdusk as she crosses the veil!
The Prophet casts Arcane Reconstruction.
The Prophet's spell attains critical power!
The Prophet receives 959 healing.
Not enough space to summon warden!
The Prophet's spell attains critical power!
The Prophet unleashes a blast of frostdusk as she crosses the veil!
Bone Shield hits The Prophet for (415 to bones) damage.
Not enough space to summon warden!
The Prophet's spell attains critical power!
The Prophet unleashes a blast of frostdusk as she crosses the veil!
Not enough space to summon warden!
The Prophet the level 18 higher adventurer suffocated to death on level 1 of Sandworm lair.































































































































