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Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. 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! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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:
Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archmage |
| Level / Exp | 21 / 54% |
| Size | big |
| Lifes / Deaths | Killed by Ce'Nebrevena the gigantic sandworm tunneler at level 21 on the 1st Decay 122nd year of Ascendancy at 00:50 / 1 |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 18 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 64 (base 50) |
| Willpower | 49 (base 41) |
| Cunning | 21 (base 11) |
Resources
| Life | -51/348 |
| Mana | 75/455 |
| Steam | 100/100 |
| Healing Factor | 1.1791723257555 |
| Regeneration | 0.29479308143889 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 7 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 20 |
| Crit Chance | 6% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +29% |
| Light | +11% |
| Darkness | +11% |
| Arcane | +15% |
| Cold | +30% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +20% |
| Light | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 7 |
| Physical Save | 20 |
| Spell Save | 32 |
| Mental Save | 22 |
Defense: Resistances
| Nature | + 35%( 70%) |
| Acid | + 17%( 70%) |
| Light | + 32%( 70%) |
| Darkness | + 34%( 70%) |
| Cold | + 50%( 70%) |
| Lightning | + 37%( 70%) |
| Mind | + 14%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 420 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 90 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1188% for 10 turns (59 total) and instantly restoring 59 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the temporal explorer from death by Salunor the large brown snake. Escort: temporal explorer (level 2 of Ruins of Kor'Pul) | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 avoidance. 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 bear paw. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed sandworm tooth. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Obsidianravage the linen wizard hat (1 def, 4 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +4 Defense +1 (+1 eff.) Resists +22% lightning +3% nature +6% darkness +9% acid Heal.mod +10% A pointy cloth hat, very wizardly... |
| Tool | iron torque of clear mind 'Cuthukhad' [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +5 Cun ----- def ----- Armour +4 Resists +3% lightning +3% light Phys.save +6 (+3 eff.) Disarm- +20% Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 18.87 cold and 14.52 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +5 Mag +2 Con dps ---------- Dmg.mod +11% darkness +11% light Acc +8 (+4 eff.) Apr +8 ----- def ----- Defense +8 (+6 eff.) Resists +22% darkness +22% light Crit.chn- 10.00% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | Greenspike the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) Res.pen +5% light +5% nature Melee Ret 2 cold ----- def ----- Resists +6% nature Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | ash magestaff of might (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane 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 +8% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | storm rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 6 lightning Dmg.mod +3% lightning ----- def ----- Armour +1 Resists +6% lightning Unarmed combat: Power 11.5 - 12.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +5 lightning On Hit: 10% Lightning Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+5 eff.) Dmg.mod +15% 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. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | Belitira the copper amulet0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +1 Dex +3 Mag +1 Cun +1 Con dps ---------- Res.pen +20% temporal ----- def ----- Resists +6% mind Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc See.Invis +6 Amulets make your neck look great! |
Inventory
heroism infusion of the titan (die at -355; dur 6; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -355 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 710 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; physical; dur 2; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
manasurge rune of the duelist (regen 762% over 10 turns; mana 38; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 762% for 10 turns (38 total) and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
marksman's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+4 eff.) Rings make your fingers look great! |
mule's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Blind- +23% ---------- misc Max.enc +20 Infravis +4 See.Stealth +11 See.Invis +8 Rings make your fingers look great! |
Cheromigrim the Eclipseriver (34-52 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Random Unique] Arcane/Master Power 34.5 - 51.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +4 darkness On Crit: * Splash the target with acid dealing 140 damage over 5 turns and reducing armor and accuracy by 18 * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 109 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Cun dps ---------- Phys.crit +22.0% Crit.mult +10.00% Phys.pwr +12 (+6 eff.) ----- def ----- Resists +6% darkness Massive two-handed battleaxes. |
Dourbane (44-66 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Rare] Master Power 44.0 - 66.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +4 darkness On Hit.r1 +4 darkness On Hit: * 20% chance to reduce damage dealt by 18% While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +15% fire Melee Ret 4 nature On Hit (Melee): * 20% chance to reduce damage dealt by 18% Massive two-handed battleaxes. |
steel battleaxe of massacre (34-51 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master Power 34.0 - 51.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
balanced steel dagger of erosion (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Master Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +8 (+4 eff.) ----- def ----- Defense +6 (+5 eff.) Disarm- +22% Sharp, short and deadly. |
hateful dwarven-steel dagger of erosion (16-20 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature/Psionic Power 15.5 - 20.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 nature +5 darkness Against +5% Living Sharp, short and deadly. |
hateful dwarven-steel dagger of erosion (18-23 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature/Psionic Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 darkness +5 nature Against +5% Living Sharp, short and deadly. |
slime-covered iron dagger of evisceration (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Disrupt/Master Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 6% chance to slow global speed by 48% On Crit: * Wound the target dealing 109 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +7 (+3 eff.) Sharp, short and deadly. |
dwarven-steel greatmaul of persecution (41-62 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Disrupt Power 41.0 - 61.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Against +14% Unnatural While equipped: Stats +3 Wil Massive two-handed mauls. |
balanced steel greatsword of massacre (33-53 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 33.0 - 52.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+5 eff.) ----- def ----- Defense +9 (+7 eff.) Disarm- +31% Massive two-handed swords. |
dwarven-steel greatsword of persecution (36-57 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Disrupt Power 35.5 - 56.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Against +17% Unnatural While equipped: Stats +5 Wil Massive two-handed swords. |
truestriking dwarven-steel greatsword of vileness (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Arcane/Master Power 36.5 - 58.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 25 While equipped: dps ---------- Res.pen +12% physical Acc +13 (+7 eff.) Apr +10 Massive two-handed swords. |
balanced steel longsword of vileness (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 25 While equipped: dps ---------- Acc +8 (+4 eff.) ----- def ----- Defense +6 (+5 eff.) Disarm- +28% Sharp, long, and deadly. |
dwarven-steel longsword of massacre (32-45 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Master Power 32.0 - 44.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
flaming dwarven-steel longsword of rage (20-29 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Arcane/Master Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +6 fire While equipped: Stats +3 Str dps ---------- Dmg.mod +7% physical Acc +13 (+7 eff.) Sharp, long, and deadly. |
hateful voratun longsword of massacre (52-72 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego] Master/Psionic Power 51.5 - 72.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 darkness Against +5% Living Sharp, long, and deadly. |
Silumina (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +4% nature ----- def ----- Armour +10 Defense +10 (+7 eff.) Resists +4% blight +12% darkness Disease- +13% Knockbk- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying vined mindstar of life (6-7 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 4 mind 4 darkness Dmg.mod +2% mind +3% darkness ----- def ----- Max.HP +14.00 HP.reg +0.90 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hungering thorny mindstar (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ---------- misc Hate/kill +2.00 Psi/kill +1.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 61.80 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
mighty cured leather sling of lightning4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +9 lightning While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +10% lightning Slings are used to hurl stones or metal shots at your foes. |
Barodir the Radiancewither (20-24 power, 4 apr, temporal element)5.0 T3 staff 2H weapon [Rare] Master 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 +11% Mind.crit +4% Crit.mult +13.00% Spell.pwr +9 (+3 eff.) Dmg.mod +6% mind +20% temporal Res.pen +15% mind ---------- misc Max.psi +20.00 Max.P.En +5.00 Max.N.En +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of illumination (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Nature 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% cold ----- def ----- Defense +7 (+6 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 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 6 that illuminates the area and deals 92.97 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
cruel yew starstaff of illumination (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego] Nature/Master 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 +12% Crit.mult +12.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% physical ----- def ----- Defense +7 (+6 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 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 6 that illuminates the area and deals 92.97 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. |
potent yew starstaff of might (22-26 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Arcane Power 22.0 - 26.4 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 +11% Spell.pwr +12 (+4 eff.) Dmg.mod +22% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elm starstaff of fate (10-12 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Dmg.mod +10% physical ----- def ----- Phys.save +5 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) ---------- misc Mana/turn +0.10 Max.mana +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel steamgun of piercing4.0 T2 steamgun 1H weapon Reqs Shoot [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +6% all Acc +6 (+3 eff.) Apr +5 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Frostbite (18-27 power, 12 apr)3.0 T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 18.0 - 27.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +3.0% Atk.spd 100% Block +60 Dmg.conv 50% ice Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +7 (+6 eff.) Fatigue +9% Ice.pen +40% ---------- misc Talents +1 Block Fashioned from magical ice, and perfect for carving ice - especially ice with someone else inside it. |
arcing steel steamsaw of reflection (14-21 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 14.0 - 21.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 84 damage Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% Resists +11% light +12% darkness ---------- 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! |
dwarven-steel steamsaw (22-34 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Normal] Steamtech Power 22.5 - 33.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +8% ---------- misc 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! |
dwarven-steel steamsaw of cold resistance (+16%) (22-32 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Ego] Master/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +8% Resists +16% cold ---------- misc 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! |
flaming steel steamsaw of dampening (15-22 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Nature/Disrupt/Steamtech Power 15.0 - 22.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam When used to Attack: On Hit.r1 +10 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 3 fire ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% Resists +10% acid +8% lightning +8% cold +8% fire +3% all Spell.save +5 (+2 eff.) ---------- 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! |
truestriking dwarven-steel steamsaw of erosion (21-32 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Ego+] Nature/Master/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 Melee+ +10 nature Uses 1.0 Steam While equipped: dps ---------- Res.pen +5% physical Acc +8 (+4 eff.) Apr +5 ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +8% ---------- misc 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! |
Barothad1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +20 (+9 eff.) On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +8 Defense +6 (+5 eff.) Phys.save +13 (+6 eff.) ---------- misc Max.psi +50.00 A belt that goes around your waist. |
hardened leather belt 'Glitterenvy'1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Dex +4 Con dps ---------- Dmg.mod +21% light ----- def ----- Resists +8% lightning +8% temporal Phys.save +6 (+3 eff.) A belt that goes around your waist. |
Daimystir (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +2 Cun +4 Wil ----- def ----- Defense +2 (+2 eff.) Resists +4% physical Phys.save +6 (+3 eff.) Mind.save +9 (+4 eff.) ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvuyavena the cashmere cloak (20 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Defense +20 (+12 eff.) Resists +6% lightning +12% light +6% mind Phys.save +9 (+4 eff.) Cut- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Quenchgrinder' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Acc +8 (+4 eff.) Apr +8 On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Defense +2 (+2 eff.) Resists +12% mind +24% cold Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk robe of corrosion (+31%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +21% acid ----- def ----- Resists +31% acid +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of protection (2 def, 2 armour)2.0 T2 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) ----- def ----- Armour +2 Defense +2 (+2 eff.) Resists +9% all Phys.save +17 (+8 eff.) Spell.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lisominn the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +10 Str +1 Dex +1 Mag +1 Wil ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +10% temporal Crit.chn- 10.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Stam/turn +0.30 Max.stam +17.00 A pair of boots made of leather. |
cinder hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+5 eff.) Melee+ 7 fire Dmg.mod +6% fire ----- def ----- Armour +2 Resists +6% fire Unarmed combat: Power 20.5 - 22.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +5 fire On Hit: 10% Fire Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +15 (+8 eff.) ----- def ----- Armour +2 Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +9.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+4 eff.) Melee+ 7 cold Dmg.mod +4% cold ----- def ----- Armour +2 Resists +5% cold Unarmed combat: Power 23.0 - 25.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +5 ice On Hit: 10% Ice Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+4 eff.) Acc +6 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +22% Unarmed combat: Power 24.0 - 33.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Anoyon the Obsidianonslaught (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +25% blight ----- def ----- Armour +4 Fatigue +4% Resists +16% blight +7% fire +6% darkness +8% cold Phys.save +12 (+6 eff.) Spell.save +7 (+3 eff.) Mind.save +10 (+5 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 12 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Furnacebone the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Phys.crit +8.0% Dmg.mod +12% fire Apr +6 ----- def ----- Armour +4 Fatigue +4% Die.at -40.00 life ---------- misc Max.stam +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Geturim the Abyssbraid (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Cun ----- def ----- Armour +3 Fatigue +3% Resists +24% fire ---------- misc Stam/ret +1.70 Equi/ret +1.20 Max.hate +8.00 Max.psi +50.00 A cap made of leather. |
Glintshine the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +8% temporal Blind- +20% ---------- misc Psi/ret +0.08 Max.hate +2.00 A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Thundersteel the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +4 Wil dps ---------- Mind.crit +3% Res.pen +25% mind Melee Ret 6 mind ----- def ----- Armour +4 Fatigue +4% Resists +3% lightning +6% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Umbrakiss the dwarven-steel helm (0 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Wil +5 Con dps ---------- Phys.pwr +8 (+4 eff.) Dmg.mod +6% nature Melee Ret 6 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Armour +6 Fatigue +4% Resists +7% physical Phys.save +8 (+4 eff.) ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Voruta the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil +4 Cun +4 Con dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +10% light +5% arcane Res.pen +25% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+2 eff.) Resists +15% light ---------- misc Infravis +1 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+2 eff.) A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Mardogalach' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +2 Cun +3 Wil ----- def ----- Armour +4 Fatigue +4% Mind.save +18 (+9 eff.) ---------- misc Psi/ret +0.24 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of strength (+4) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
hardened leather hat 'Snowquench' (15 def, 3 armour)2.0 T3 head armor [Rare] Disrupt While equipped: Stats +2 Dex +1 Con dps ---------- Res.pen +20% physical +10% cold ----- def ----- Armour +3 Defense +15 (+10 eff.) Fatigue +3% Resists +8% blight +6% cold +7% nature A hat made of leather. Very stylish. |
insulating dwarven-steel helm of strength (+5) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +4 Fatigue +4% Resists +7% fire +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's rough leather cap (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% A suit of armour made of mail. |
dwarven-steel mail armour of lightning resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +16% lightning A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of lightning resistance (3 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +13 Defense +3 (+3 eff.) Fatigue +12% Resists +17% lightning A suit of armour made of mail. |
impenetrable steel mail armour (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +12 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable steel mail armour of lightning resistance (2 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +13 Defense +2 (+2 eff.) Fatigue +12% Resists +17% lightning A suit of armour made of mail. |
steel mail armour of fire resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +17% fire A suit of armour made of mail. |
cleansing cured leather armour of resilience (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +7% Resists +13% nature +12% blight Max.HP +28.00 A suit of armour made of leather. |
cleansing hardened leather armour of cold resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+7 eff.) Fatigue +8% Resists +11% blight +16% cold +11% nature A suit of armour made of leather. |
cleansing hardened leather armour of cold resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+7 eff.) Fatigue +8% Resists +16% blight +15% cold +12% nature A suit of armour made of leather. |
hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+7 eff.) Fatigue +8% A suit of armour made of leather. |
hardened leather armour 'Xaneyaba' (9 def, 6 armour)9.0 T3 light armor [Random Unique] Master While equipped: Stats +6 Str dps ---------- Dmg.mod +9% arcane ----- def ----- Armour +6 Defense +9 (+7 eff.) Fatigue +8% Resists +27% acid +7% physical +12% darkness +15% fire +5% arcane ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+7 eff.) Fatigue +8% Max.HP +31.00 HP.reg +4.00 Heal.mod +12% A suit of armour made of leather. |
rejuvenating hardened leather armour of fire resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+7 eff.) Fatigue +8% Resists +18% fire HP.reg +2.90 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
rejuvenating hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+7 eff.) Fatigue +8% Resists +15% lightning HP.reg +2.00 ---------- misc Stam/turn +1.30 A suit of armour made of leather. |
dwarven-steel shield of arcane resistance (+11%) (0 def, 6 armour, 28-33 power, 72.5 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Disrupt When used to Attack: Power 27.5 - 33.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +72 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +11% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 16-20 power, 37.5 block)7.0 T2 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 16.5 - 19.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 12-14 power, 42 block)7.0 T2 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 12.0 - 14.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
warded dwarven-steel shield of cold resistance (+20%) (0 def, 6 armour, 32-38 power, 86 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Arcane/Master When used to Attack: Power 31.5 - 37.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +86 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +20% cold ---------- misc Wards +5 lightning +3 temporal +5 darkness +4 fire +4 nature +4 blight +4 cold +4 arcane +6 light Talents +1 Ward +1 Block Handheld deflection devices. |
acidic quiver of yew arrows (17/17, 31-43 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Arcane Power 31.0 - 43.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 17 On Crit: * Splash the target with acid dealing 140 damage over 5 turns and reducing armor and accuracy by 18 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of crippling (19/19, 30-42 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Master Power 30.0 - 42.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +10.0% Capacity 19 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
self-loading quiver of ash arrows of vileness (16/16, 21-29 power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane Power 21.0 - 29.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 16 Rld cld 4 Ranged+ +11 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 25 Arrows are used with bows to pierce your foes to death. |
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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+5 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. |
2 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Bethira' (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Acc +10 (+5 eff.) Apr +1 On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +7% darkness +8% fire ---------- misc Stam/turn +3.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Salyrathra' (dig speed 31 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +9 Str dps ---------- Phys.crit +2.0% Apr +2 Melee Ret 6 mind ----- def ----- Fatigue -6% Resists +6% acid Disease- +10% ---------- misc Equi/ret +0.04 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 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. |
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. |
deadly pouch of steel shots (18/18, 26-32 power, 2 apr)3.0 T2 shot ammo [Ego] Master Power 26.5 - 31.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 18 Shots are used with slings to pummel your foes to death. |
yew totem of healing 'Lisurama' [power 266] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: ----- def ----- Resists +6% lightning +9% darkness Heal.mod +20% Stun/Frz- +10% Knockbk- +20% Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 15 cooldown 100% to increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
9 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. |
11 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. |
7 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Magic Mongrel the Skeleton Archmage level 20
62nd Haze 122nd year of Ascendancy at 19:47 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Magic Mongrel the Skeleton Archmage level 10
18th Haze 122nd year of Ascendancy at 12:17 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Magic Mongrel the Skeleton Archmage level 20
51st Haze 122nd year of Ascendancy at 18:03 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Magic Mongrel the Skeleton Archmage level 5
12nd Haze 122nd year of Ascendancy at 05:27 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Magic Mongrel the Skeleton Archmage level 15
35th Haze 122nd year of Ascendancy at 01:31 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Magic Mongrel the Skeleton Archmage level 20
53rd Haze 122nd year of Ascendancy at 02:42 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Magic Mongrel the Skeleton Archmage level 14
28th Haze 122nd year of Ascendancy at 05:05 see stats
Log
Ce'Nebrevena the gigantic sandworm tunneler is dazed!
Ce'Nebrevena the gigantic sandworm tunneler uses Blinding Powder.
Magic Mongrel loses sight!
Magic Mongrel is disabled.
Ce'Nebrevena the gigantic sandworm tunneler hits Magic Mongrel for damage.
Magic Mongrel uses Bone Armour.
The shield around Magic Mongrel crumbles.
Magic Mongrel's spell attains critical power!
Magic Mongrel's spell attains critical power!
Talent Command Staff is ready to use.
Talent Time Prison is ready to use.
Talent Congeal Time is ready to use.
Talent Arcane Vortex is ready to use.
Magic Mongrel receives 49 healing from Temporal Restoration Field.
Something performs a melee critical strike against Magic Mongrel!
Magic Mongrel resists the grab!
Something hits Magic Mongrel for 43 physical, 125 physical, 4 nature (172 total damage).
LIFE LOST WARNING!
Magic Mongrel casts Rune: Manasurge.
Magic Mongrel starts to surge mana.
Magic Mongrel is no longer out of phase.
You feel the ground shaking from the west.
Magic Mongrel receives 49 healing from Temporal Restoration Field.
Something performs a melee critical strike against Magic Mongrel!
Something performs a melee critical strike against Magic Mongrel!
Something hits Magic Mongrel for 162 physical, 115 physical (277 total damage).
Magic Mongrel the level 21 skeleton archmage was battered to death by Ce'Nebrevena the gigantic sandworm tunneler on level 1 of Sandworm lair.
The furious lightning storm around Magic Mongrel calms down and disappears.

















































































































































