










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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! 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:
Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other 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 | Cornac |
| Class | Wyrmic |
| Level / Exp | 24 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by minotaur at level 24 on the 43rd Haze 122nd year of Ascendancy at 07:52 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 49.247447312088 (base 44) |
| Dexterity | 17 (base 10) |
| Constitution | 14 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 87.247447312088 (base 53) |
| Cunning | 25 (base 10) |
Resources
| Life | -258/904 |
| Equilibrium | 124 |
| Healing Factor | 1.3972895330003 |
| Regeneration | 28.97168103658 |
Speed
| Mental | +2.9072344087915% |
| Attack | +2.9072344087915% |
| Movement | +22.60995032651% |
| Spell | +2.9072344087915% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 4 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 27 |
| Crit Chance | 8% |
| APR | 14 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 32 |
| Accuracy | 54 |
| Crit Chance | 10% |
| APR | 51 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 5% |
| Speed | 0.97174897930652 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 10% |
| Speed | 0.97174897930652 |
Offense: Damage Bonus
| Nature | +5% |
| Physical | +3% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Fire | +15% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 29.879120001395 (43.579428603723%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 12 |
| Physical Save | 41 |
| Spell Save | 34 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 53%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 21%( 70%) |
| Physical | + 28%( 70%) |
| Temporal | + 22%( 70%) |
| Lightning | + 30%( 70%) |
| Mind | + 20%( 70%) |
| Fire | + 55%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Stun Resistance | 17% |
| Poison Resistance | 33% |
| Blind Resistance | 27% |
| Silence Resistance | 0% |
| Bleed Resistance | 10% |
| Teleport Resistance | 20% |
| Pinning Resistance | 19% |
| Disarm Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 17% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 423 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Prismatic Aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Dragon's Breath | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Ice Wyrm | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Draconic Combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Acid Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm Wyrm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire Wyrm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Draconic Body | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Apex Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 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 lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed bloated horror heart. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| Around waist | Hellsobsidian1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +6% fire Ignore resists +15% fire defense ------ Resistance +7% lightning +6% temporal Unlife -80.00 life Life +60.00 Healmod +15% A belt that goes around your waist. |
| Light source | Isliyamira the Shinebait2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Str defense ------ Resistance +5% arcane +9% cold Life +44.00 Cut Resist +10% other ------- Light +5 See Invisibility +9 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 | linen wizard hat 'Cuthumnir' (16 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +16 (+5 eff.) Physical save +12 (+4 eff.) Mind save +6 (+2 eff.) Life +40.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- EQ when Hit +1.00 Psi when Hit +0.90 Hate when Hit +0.90 A pointy cloth hat, very wizardly... |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 91% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
| Tool | Earurahir the dwarven-steel pickaxe (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str defense ------ Defense +30 (+9 eff.) Resistance +7% fire +8% darkness +5% arcane Life Regen +4.00 Blind Resist +20% Pinning Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+4 eff.) Ignore Armor +8 defense ------ Defense +7 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 115% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | treant's copper ring of life0.1 Encumbrance T1 ring jewelry [Ego++] Nature While equipped: defense ------ Resistance +6% nature +6% blight Life +40.00 Life Regen +7.00 Healmod +11% Poison Resist +13% Disease Resist +10% Rings make your fingers look great! |
| Around neck | Kindleshear0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con defense ------ Resistance +3% mind +9% fire Physical save +6 (+2 eff.) Spell save +3 (+1 eff.) Unlife -40.00 life Life +33.00 Life Regen +2.00 Healmod +5% Stun Resist +10% Amulets make your neck look great! |
| In main hand | Kilnfear (103% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Psionic Weapon Damage 103% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +9 mind On Hit: * 20% chance to slow global speed by 62% * 16% chance to reduce all saves and defense by 34 While equipped: Stats +2 Cun +3 Wil defense ------ Defense +10 (+3 eff.) Resistance +18% fire Unlife -80.00 life Teleport Resist +20% One-handed war axes. |
| Socketed Gems | citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
| In off hand | Isoyann (111% power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 111% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +7 Wil offense ------ Mind Crit +5% Physical Power +5 (+2 eff.) Mindpower +17 (+5 eff.) On-Hit 5 lightning 6 physical 10 fire 8 acid 6 cold Damage +3% physical Accuracy +15 (+8 eff.) Ignore Armor +3 defense ------ Resistance +7% lightning +8% physical +6% cold +9% fire +6% acid Spell save +6 (+3 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. |
| Cloak | linen cloak 'Chalythel' (26 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil defense ------ Defense +26 (+8 eff.) Resistance +3% mind +3% temporal Mind save +6 (+2 eff.) Healmod +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Venombreaker (13 def, 16 armour)14.0 Encumbrance T4 heavy armor [Random Unique] Master/Psionic While equipped: Stats +7 Dex +6 Wil +9 Cun offense ------ Ignore resists +10% nature When Hit 4 nature defense ------ Armor +16 Defense +13 (+4 eff.) Fatigue +12% Resistance +8% physical Physical save +18 (+6 eff.) Mind save +36 (+12 eff.) Disease Resist +15% A suit of armour made of mail. It was changed by the digestive sack. |
Inventory
healing infusion of the titan (heal 68; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 68 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 415%; 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 increase movement speed by 415% 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. |
regeneration infusion (heal 60; 12 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 198; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 198 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 231; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 231 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 20%; physical; dur 2; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 18%; mental; dur 3; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the wizard (absorb 30; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 30 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 316; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 316 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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. |
Silyletha the Freezetorrent0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil offense ------ Damage +6% mind +12% cold Ignore resists +20% mind When Hit 8 mind defense ------ Resistance +18% mind Confus Resist +34% other ------- Psi when Hit +0.08 Amulets make your neck look great! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing gold amulet0.1 Encumbrance T3 amulet jewelry [Ego] Disrupt While equipped: defense ------ Resistance +18% nature +14% blight Poison Resist +22% Disease Resist +28% Amulets make your neck look great! |
copper amulet of constitution (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
Dairidig the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% nature Ignore resists +5% physical Ignore Armor +3 defense ------ Defense +5 (+2 eff.) Resistance +22% nature +15% light Life +20.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Rings make your fingers look great! |
Umbrawild0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +9% acid On-Hit (Melee): * 10% chance to reduce damage dealt by 28% defense ------ Resistance +12% acid +6% darkness Physical save +8 (+2 eff.) Spell save +7 (+3 eff.) Mind save +7 (+3 eff.) Rings make your fingers look great! |
copper ring of arcana (+0.11/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +21% other ------- Mana/turn +0.11 Rings make your fingers look great! |
marksman's gold ring0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +4 Dex offense ------ Accuracy +8 (+4 eff.) Rings make your fingers look great! |
mule's copper ring of corrosion (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% acid defense ------ Fatigue -5% Resistance +22% acid other ------- Encumbrance +21 Rings make your fingers look great! |
savior's copper ring of arcana (+0.12/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Silence Resist +20% other ------- Mana/turn +0.12 Rings make your fingers look great! |
savior's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: defense ------ Physical save +6 (+2 eff.) Spell save +7 (+3 eff.) Mind save +13 (+5 eff.) Confus Resist +21% Rings make your fingers look great! |
arcing dwarven-steel battleaxe of evisceration (142% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Arcane/Master Weapon Damage 142% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Critical: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +12.0% Physical Power +10 (+4 eff.) Massive two-handed battleaxes. |
warbringer's dwarven-steel battleaxe (138% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Master Weapon Damage 138% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +3 Con offense ------ Physical Power +9 (+4 eff.) Ignore resists +12% physical defense ------ Disarm Resist +21% Massive two-handed battleaxes. |
Bill's Tree Trunk (136% power, 7 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 136% Range: 1.0x-1.7x Uses 130% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 10 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
elemental steel greatmaul (130% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego+] Arcane Weapon Damage 130% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: offense ------ Damage +10% cold Ignore resists +12% cold Massive two-handed mauls. |
Aravena the Frozenbearer (85% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature 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: * 10% chance to gain 10% of a turn (3/turn limit) While equipped: offense ------ Mind Crit +2% Mindpower +7 (+2 eff.) On-Hit 7 acid 3 physical 4 fire 3 lightning 3 cold Damage +7% acid +9% cold Ignore resists +7% acid +15% temporal defense ------ Resistance +8% acid +3% physical +3% cold +3% fire +3% lightning Life Regen +2.00 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. |
Frostwolf (72% power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 72% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On-hit +12 cold While equipped: Stats +3 Wil offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) Damage +21% cold Ignore resists +25% cold defense ------ Resistance +5% arcane Spell save +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. |
absorbing thorny mindstar of life (96% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 96% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) defense ------ Resistance +11% lightning +14% fire +7% cold Life +17.00 Life Regen +0.60 other ------- Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying thorny mindstar of balance (100% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 100% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) On-Hit 6 mind 5 darkness Damage +5% mind +4% darkness defense ------ Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) other ------- EQ when Hit +1.10 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of life (98% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature Weapon Damage 98% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) defense ------ Life +18.00 Life Regen +0.80 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. |
fungal hardened leather sling of cunning (+4)4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +4 Cun +2 Con offense ------ Ignore resists +7% physical other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 90 life over 5 turns Puts all charms on 20 turn cooldown Slings are used to hurl stones or metal shots at your foes. |
Chamiromihor the yew starstaff (120% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 1H weapon Reqs Mag 24 [Random Unique] Arcane/Master Weapon Damage 120% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +7 Wil +1 Con offense ------ Physical Crit +7.0% Spell Crit +12% Critical power +10.00% Physical Power +7 (+3 eff.) Spellpower +15 (+12 eff.) Damage +20% darkness Accuracy +9 (+5 eff.) defense ------ Armor +8 Defense +8 (+3 eff.) other ------- Infravision +2 Wards +3 darkness Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal yew starstaff of greater warding (120% power, 4 apr, temporal element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane Weapon Damage 120% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +12 (+11 eff.) Damage +20% temporal Ignore Shields +13% defense ------ Armor +7 Defense +19 (+6 eff.) Shield Power +7% other ------- Wards +3 temporal Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew vilestaff (120% power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 120% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+9 eff.) Spellpower/crit +5 Damage +20% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Hellravager' (120% power, 4 apr, light element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Weapon Damage 120% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+9 eff.) Damage +20% light +21% fire Ignore resists +15% mind When Hit 6 fire defense ------ Defense +8 (+3 eff.) Resistance +12% acid other ------- Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 35.98 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. |
dwarven-steel waraxe 'Turyyagar' (120% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Master Weapon Damage 120% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Critical: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +9.0% Physical Power +6 (+3 eff.) defense ------ Resistance +6% mind +9% temporal Spell save +12 (+6 eff.) Mind save +6 (+2 eff.) Blind Resist +20% Cut Resist +10% One-handed war axes. |
warbringer's dwarven-steel waraxe (117% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Master Weapon Damage 117% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Con offense ------ Physical Power +7 (+3 eff.) Ignore resists +8% physical defense ------ Disarm Resist +10% One-handed war axes. |
Burnraider1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% fire On-Hit (Melee): * 20% chance to reduce armor by 15% defense ------ Resistance +9% acid Mind save +3 (+1 eff.) Life +33.00 other ------- Max psi +10.00 A belt that goes around your waist. |
Duvysin1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Con defense ------ Armor +4 Defense +15 (+5 eff.) Crit Resistance 15.00% Life Regen +1.10 Healmod +12% Confus Resist +10% other ------- See Invisibility +6 A belt that goes around your waist. |
Galarion1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Critical power +20.00% defense ------ Resistance +9% light +6% temporal Life +39.00 other ------- See Invisibility +18 A belt that goes around your waist. |
Galurath the Gleammaim1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Cun +4 Wil offense ------ Ignore resists +10% mind Against +16% Summoned defense ------ Resist Against +18% Summoned other ------- Light +3 A belt that goes around your waist. |
Grinydan the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Dex +2 Mag +4 Wil +4 Cun offense ------ Against +15% Summoned defense ------ Resist Against +15% Summoned Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.08 Infravision +1 A belt that goes around your waist. |
Rope Belt of the Thaloren1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+4 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Shimmeroracle1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Con offense ------ Mindpower +4 (+2 eff.) Damage +6% lightning Ignore resists +25% lightning When Hit 10 acid defense ------ Mind save +5 (+2 eff.) A belt that goes around your waist. |
insulating hardened leather belt of the giants1.0 Encumbrance T3 belt armor [Ego] Master While equipped: offense ------ Physical Power +4 (+2 eff.) defense ------ Resistance +7% fire +9% cold Spell save +7 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
Belynor (1 def, 12 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex offense ------ Physical Crit +2.0% defense ------ Armor +12 Defense +1 (+0 eff.) Resistance +3% acid other ------- Infravision +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Obsidianrend (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +5% darkness defense ------ Defense +1 (+0 eff.) Resistance +1% physical Life +33.00 Silence Resist +20% other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Xanata' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +5 Dex offense ------ Critical power +15.00% defense ------ Defense +1 (+0 eff.) Resistance +5% arcane +3% blight Unlife -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinelle the Noonworm (4 def, 4 armour)2.0 Encumbrance T3 cloth armor [Rare] Master While equipped: offense ------ Ignore resists +10% light defense ------ Armor +4 Defense +4 (+1 eff.) Resistance +6% acid +12% nature +9% mind +11% all Physical save +21 (+7 eff.) Blind Resist +10% Disarm Resist +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+3 eff.) defense ------ Resistance +9% all Spell save +18 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of corrosion (+19%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con offense ------ Damage +10% nature +13% acid defense ------ Resistance +19% acid +11% all Poison Resist +25% Disease Resist +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adiraba (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% cold defense ------ Defense +1 (+0 eff.) Resistance +16% cold Life +60.00 Disarm Resist +10% A pointy cloth hat, very wizardly... |
Bedil (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Con defense ------ Armor +4 Fatigue +4% Resistance +12% acid +15% fire +5% arcane Unlife -80.00 life Disease Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Branahad (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: defense ------ Armor +4 Fatigue +4% Resistance +6% blight +14% fire +8% cold Crit Resistance 10.00% other ------- See Invisibility +24 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Daimaroddakhad (1 def, 2 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% acid Ignore resists +15% mind defense ------ Armor +2 Defense +1 (+0 eff.) Resistance +16% acid +3% blight Life +60.00 Knockbk Resist +10% A pointy cloth hat, very wizardly... |
Velitira the Frostreign (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Cun +5 Str offense ------ Damage +6% cold defense ------ Armor +3 Fatigue +3% Resistance +9% acid +10% light +13% darkness Life +80.00 Pinning Resist +20% A cap made of leather. |
iron helm 'Gorutorarek' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue +5% Resistance +3% darkness Physical save +21 (+7 eff.) Mind save +3 (+1 eff.) Blind Resist +20% Disease Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour of lightning resistance (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego] Master While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +16% lightning A suit of armour made of mail. |
Earurig the steel plate armour (10 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Random Unique] Nature/Master While equipped: Stats +2 Dex offense ------ Physical Crit +1.0% Critical power +5.00% When Hit 2 physical defense ------ Armor +9 Defense +10 (+3 eff.) Fatigue +22% Resistance +17% fire Life +28.00 Life Regen +2.00 other ------- Stamina/turn +0.80 A suit of armour made of metal plates. |
Glimmerobsidian (0 def, 19 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Rare] Master While equipped: offense ------ Damage +6% acid +6% light defense ------ Armor +19 Fatigue +22% Resistance +12% lightning +6% physical Physical save +28 (+9 eff.) Unlife -80.00 life A suit of armour made of metal plates. |
Tideglamour the steel shield (0 def, 7 armour, 115% power, 41 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Rare] Psionic When used to Attack: Weapon Damage 115% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +41 While equipped: offense ------ On-Hit (Melee): * 7% chance to reduce all saves and defense by 34 When Hit: * 14% chance to reduce all saves and defense by 34 defense ------ Armor +7 Fatigue +8% Resistance +6% blight +9% cold Crit Resistance 15.00% Life +80.00 Pinning Resist +10% other ------- Talents +1 Block Handheld deflection devices. |
reinforced voratun shield of lightning resistance (+15%) (0 def, 17 armour, 185% power, 222.5 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego] Master When used to Attack: Weapon Damage 185% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +222 While equipped: defense ------ Armor +17 Fatigue +8% Resistance +15% lightning other ------- Talents +1 Block Handheld deflection devices. |
6 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
224 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Elulaith' (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Wil +2 Con offense ------ Damage +7% nature Ignore resists +15% physical On-Hit (Melee): * 20% chance to slow global speed by 62% defense ------ Resistance +10% nature other ------- Light +1 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of the Iron Throne (dig speed 20 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str defense ------ Life +22.00 other ------- Max stamina +16.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 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. |
2 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. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(140 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +41.00 other ------- Light +6 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 alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego] Nature/Psionic While equipped: defense ------ Physical save +7 (+2 eff.) Mind save +5 (+2 eff.) Healmod +18% other ------- Light +4 See Stealth +7 See Invisibility +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Ealeria the Cornac Wyrmic level 18
22nd Haze 122nd year of Ascendancy at 13:08 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ealeria the Cornac Wyrmic level 17
8th Haze 122nd year of Ascendancy at 19:00 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ealeria the Cornac Wyrmic level 10
1st Mirth 122nd year of Ascendancy at 11:05 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ealeria the Cornac Wyrmic level 20
32nd Haze 122nd year of Ascendancy at 01:50 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Ealeria the Cornac Wyrmic level 18
25th Haze 122nd year of Ascendancy at 15:49 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ealeria the Cornac Wyrmic level 11
2nd Mirth 122nd year of Ascendancy at 19:05 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ealeria the Cornac Wyrmic level 17
16th Haze 122nd year of Ascendancy at 06:47 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ealeria the Cornac Wyrmic level 19
27th Haze 122nd year of Ascendancy at 11:55 see stats
Log
Minotaur hits Ealeria for (20 flat reduction), 69 physical, (10 flat reduction), 0 blight (69 total damage).
Melee retaliation hits Minotaur for 17 cold, 0 nature (17 total damage).
War hound hits Ealeria for (20 flat reduction), 79 physical (79 total damage).
Melee retaliation hits War hound for 0 cold, 2 nature (2 total damage).
Ealeria seems more focused.
Talent Elemental Vortex is ready to use.
Thorn Grab from Eilinulaith the gigantic sandworm tunneler hits Ealeria for (18 flat reduction), 0 nature (0 total damage).
Bleeding from Eilinulaith the gigantic sandworm tunneler hits Ealeria for (20 flat reduction), 42 physical (43 total damage).
You fail to use Racing Wings due to your equilibrium!
Eilinulaith the gigantic sandworm tunneler cover of leaves falls apart.
Eilinulaith the gigantic sandworm tunneler seems more focused.
Ritch flamespitter cover of leaves falls apart.
War hound hits Ealeria for (20 flat reduction), 72 physical (72 total damage).
Melee retaliation hits War hound for 17 cold, 0 nature (17 total damage).
Minotaur cover of leaves falls apart.
Ealeria stops bleeding.
Ealeria slows down.
Thorn Grab from Eilinulaith the gigantic sandworm tunneler hits Ealeria for (18 flat reduction), 0 nature (0 total damage).
You pickup 0.65 gold pieces.
Ealeria picks up (k.): Silyletha the Freezetorrent.
Eilinulaith the gigantic sandworm tunneler spits energy!
Eilinulaith the gigantic sandworm tunneler's mind surges with critical power!
War hound cover of leaves falls apart.
Eilinulaith the gigantic sandworm tunneler hits Ealeria for (20 flat reduction), 176 cold (177 total damage).
War hound misses Ealeria.
Minotaur hits Ealeria for (20 flat reduction), 70 physical (70 total damage).
Melee retaliation hits Minotaur for 17 cold, 2 nature (19 total damage).
Ealeria the level 24 cornac wyrmic was maimed to death by a minotaur on level 3 of Sandworm lair.























































































