












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Male |
| Race | Krog |
| Class | Marauder |
| Level / Exp | 20 / 21% |
| Size | big |
| Lifes / Deaths | Killed by Xanedhelaith the snow giant chieftain at level 17 on the 66th Haze 122nd year of Ascendancy at 20:54 / 2Killed by Layylrawen the storm drake hatchling at level 20 on the 2nd Wintertide 123rd year of Ascendancy at 20:19 |
| Antimagic | Follower |
Primary Stats
| Strength | 36 (base 27) |
| Dexterity | 44 (base 36) |
| Constitution | 23 (base 21) |
| Magic | 8 (base 10) |
| Willpower | 26 (base 14) |
| Cunning | 44 (base 24) |
Resources
| Life | -624/577 |
| Stamina | 229/274 |
| Healing Factor | 1.3799022211821 |
| Regeneration | 8.6243888823882 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 35.634550475236 |
| See Invisible | 41.634550475236 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 47 |
| Crit Chance | 20% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 38 |
| Accuracy | 47 |
| Crit Chance | 21% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +21% |
| Acid | +9% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 20 (38.594633868923%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 11 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 24%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 10%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 60%( 70%) |
| Darkness | + 4%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Bleed Resistance | 50% |
| Confusion Resistance | 54% |
| Pinning Resistance | 50% |
| Stun Resistance | 52% |
| Poison Resistance | 50% |
| Knockback Resistance | 40% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 508% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: 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 -354 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 708 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 Dexterity stat. |
| 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 340 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: 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 7 turns. While Heroism is active, you will only die when reaching -285 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 570 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
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 lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed green worm. * You've found the needed snow giant kidney. | 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
| On feet | pair of dwarven-steel boots 'Mymadin' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +6% acid +12% physical Acc +10 (+4 eff.) ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.60 Max.stam +17.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Beryregoyaldir the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: dps ---------- Melee Ret 2 physical ----- def ----- Armour +6 Resists +6% blight +1% physical +6% fire Max.HP +45.00 ---------- misc Max.stam +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | rough leather cap 'Urthyran' (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Phys.pwr +20 (+6 eff.) Dmg.mod +3% physical Acc +5 (+2 eff.) Melee Ret 2 physical ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +3 See.Invis +6 A cap made of leather. |
| On hands | restful voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: ----- def ----- Armour +3 Fatigue +5% HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Eridurain the ash totem of stinging [power 176] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +5 Cun dps ---------- Mind.pwr +15 (+5 eff.) Sting an enemy dealing 176 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. 100% to increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Purejustice0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Resists +9% lightning +4% physical +3% acid Phys.save +3 (+2 eff.) Mind.save +7 (+4 eff.) Confus- +22% Rings make your fingers look great! |
| On fingers | copper ring 'Smolderpain'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Crit.mult +5.00% Mind.pwr +20 (+7 eff.) Dmg.mod +9% fire ---------- misc Max.hate +6.00 Rings make your fingers look great! |
| Around neck | Voredatira the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% physical Acc +5 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Die.at -40.00 life Heal.mod +11% Cut- +50% ---------- misc Max.stam +20.00 Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 287 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Eremoran (23-32 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Master/Psionic Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to reduce armor by 13% * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +3% acid Res.pen +10% acid Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +3% acid Disarm- +20% Sharp, long, and deadly. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Tathel (21-29 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Str +4 Dex +2 Cun dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Resists +3% fire Sharp, long, and deadly. |
| Cloak | Bethagassra the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Cun ----- def ----- Defense +2 (+1 eff.) Resists +15% blight +6% cold +15% nature +3% lightning HP.reg +4.00 Heal.mod +16% ---------- misc Light +3 Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 49.70 to 149.11 lightning damage (99.41 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
wild infusion of the warrior (res 22%; magical; dur 3; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
Skyorder the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: ----- def ----- Resists +3% cold Crit.chn- 10.00% Mind.save +6 (+3 eff.) Max.HP +20.00 Heal.mod +10% ---------- misc Masteries +0.12 Cunning/Dirty fighting Amulets make your neck look great! |
Geyanne the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Acc +15 (+5 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +6% blight +3% cold +6% nature Spell.save +9 (+9 eff.) Poison- +13% Disease- +12% Rings make your fingers look great! |
copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+3 eff.) Apr +7 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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! |
Betoyassra the Shadowenvy0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +9% darkness Res.pen +25% cold ----- def ----- Resists +9% darkness +3% cold Phys.save +8 (+4 eff.) ---------- misc Infravis +2 See.Invis +3 Rings make your fingers look great! |
psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
Xurilralle the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +25 (+8 eff.) ----- def ----- Resists +9% light +3% cold Mind.save +18 (+9 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
ash vilestaff 'Jetstake' (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] 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 (+6 eff.) Dmg.mod +15% acid +15% darkness +6% mind Res.pen +15% mind Melee Ret 8 acid On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Defense +7 (+2 eff.) ---------- misc Max.P.En +5.00 Max.N.En +5.00 Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 34.01 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. |
Hathilach (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane 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 +8% Spell.pwr +13 (+12 eff.) Dmg.mod +20% blight Res.pen +10% blight Melee Ret 2 mind ---------- misc Mana/turn +0.13 Equi/ret +0.16 Vim/s.crit +2.00 Hate/m.crit +1.00 Max.mana +30.00 Max.vim +12.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Willowmight the yew magestaff (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] 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 +9% Crit.mult +11.00% Spell.pwr +9 (+9 eff.) Dmg.mod +20% cold Res.pen +10% nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +18 (+6 eff.) Resists +5% arcane +9% cold ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 34.01 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. |
shimmering yew magestaff of might (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane 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 +10% Spell.pwr +9 (+9 eff.) Dmg.mod +20% lightning ---------- misc Mana/turn +0.18 Max.mana +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Genocide (42-67 power, 4 apr)3.0 T3 greatsword 2H weapon Reqs Str 40 [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Isotira the Sunlord (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 light On Hit.r1 +8 light On Crit.r2 +12 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Res.pen +5% cold Sharp, long, and deadly. |
steel longsword of enduring (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Nature Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +9 Con +8 Wil ----- def ----- Max.HP +17.00 Sharp, long, and deadly. |
steel mace (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
iron waraxe 'Zanadil' (12-17 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Psionic Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 darkness Against +6% Living While equipped: Stats +3 Dex +2 Wil +4 Cun dps ---------- Res.pen +5% arcane One-handed war axes. |
Arylefang the steel waraxe (18-24 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 darkness Against +5% Living On Crit.r2 +4 arcane On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +3 Wil dps ---------- Melee Ret 6 mind One-handed war axes. |
hateful iron dagger (11-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Psionic Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 darkness Against +6% Living Sharp, short and deadly. |
self-loading pouch of steel shots (18/18, 20-24 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 20.0 - 24.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 18 Rld cld 4 Shots are used with slings to pummel your foes to death. |
Pouch of the Subconscious (20/20, 38-46 power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
shocking dwarven-steel shield of physical resistance (+12%) (0 def, 6 armour, 70.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 11 lightning Melee Ret 1 lightning ----- def ----- Armour +6 Fatigue +8% Resists +12% physical ---------- misc Talents +1 Block Handheld deflection devices. |
Galeglean the linen robe (3 def, 3 armour)2.0 T1 cloth armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Apr +1 ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +3% acid +7% all Phys.save +24 (+12 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+5 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
mindwoven Robe of the Worm of fire (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +10% fire ----- def ----- Resists +7% all +15% fire Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Velosetira the Murkvortex (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% nature +6% light Res.pen +25% nature ----- def ----- Resists +24% nature +9% all ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of light (+27%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +18% light ----- def ----- Resists +27% light +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Isudalle the Blazepiercer (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +5% lightning Melee Ret 4 lightning ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% lightning +3% cold A suit of armour made of leather. |
impenetrable dwarven-steel mail armour of spell shielding (3 def, 17 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +17 Defense +3 (+1 eff.) Fatigue +12% Resists +7% arcane Spell.save +15 (+12 eff.) A suit of armour made of mail. |
Zerondil (5 def, 23 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Random Unique] Disrupt/Master While equipped: dps ---------- Dmg.mod +12% acid Melee Ret 4 acid ----- def ----- Armour +23 Defense +5 (+2 eff.) Fatigue +6% Resists +15% blight +10% physical +15% nature D.Red.from +9% Unnatural Phys.save +28 (+14 eff.) ---------- misc Max.stam +20.00 A suit of armour made of mail. |
rough leather belt 'Deepsquill'1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Con ----- def ----- Resists +3% darkness +3% mind +9% light +5% arcane Max.HP +32.00 Pinning- +20% A belt that goes around your waist. |
Heruidas the Glimmerspawn (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Resists +3% lightning Phys.save +9 (+5 eff.) Knockbk- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lisuwen the linen cloak (6 def, 5 armour) =Cun Bonus=2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Cun dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +5 Defense +6 (+2 eff.) Resists +6% nature +11% cold Die.at -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yviyaba the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Dex +1 Con dps ---------- Phys.pwr +20 (+6 eff.) Melee Ret 4 mind 2 physical ----- def ----- Defense +1 (+0 eff.) Resists +2% physical ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Glitterwrack' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Dmg.mod +9% light Res.pen +5% light ----- def ----- Defense +1 (+0 eff.) Resists +3% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flashworth the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +25% mind On Hit (Melee): * 20% chance to slow global speed by 54% * 10% chance to reduce all saves and defense by 27 ----- def ----- Defense +2 (+1 eff.) Resists +12% fire Phys.save +8 (+4 eff.) Mind.save +11 (+6 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glesevea the Darkpiety (0 def, 1 armour) =Dex=2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +1 Mag +1 Con +5 Lck dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Armour +1 Resists +12% darkness Stealth +6 A pair of boots made of leather. |
Toxinworth the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 54% * 10% chance to reduce all saves and defense by 27 ----- def ----- Armour +1 Resists +3% nature ---------- misc Stam/turn +0.50 Max.stam +10.00 A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 42% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Manarelen the Gleamtrial (9 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +21% cold Res.pen +10% light Melee Ret 2 light ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +6% cold ---------- misc Light +3 A pair of boots made of leather. |
Blazequill the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Melee Ret 4 lightning ----- def ----- Armour +3 Fatigue +2% Resists +3% acid +6% light Crit.chn- 5.00% Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Poison- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +3 ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Snowimmortal' (0 def, 6 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +6 Fatigue +3% Resists +8% fire +24% cold Disease- +20% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Brodokalthogas (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +15 (+5 eff.) Acc +6 (+2 eff.) ----- def ----- Armour +1 Phys.save +5 (+3 eff.) Mind.save +5 (+3 eff.) Disarm- +22% ---------- misc Psi/ret +0.04 Hate/m.crit +2.00 Max.hate +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat 'Toxinhash' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +10% lightning +3% nature Melee Ret 4 cold ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning +6% nature A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Sparkoozer' (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +5% acid +13% light +3% lightning +6% cold +5% arcane +5% fire ----- def ----- Defense +2 (+1 eff.) Resists +9% lightning +3% temporal +19% light Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
Sulfurhacker the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +3% cold +15% nature +12% mind Apr +5 ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather cap 'Natureimmortal' (14 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% nature +18% physical Acc +5 (+2 eff.) Melee Ret 2 nature On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Defense +14 (+5 eff.) Fatigue +1% A cap made of leather. |
Coalbreeze (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Dex +3 Wil dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +5% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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. |
7 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. |
8 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. |
2 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 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
325 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Thunderwinter2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun +6 Wil dps ---------- Res.pen +5% lightning ----- def ----- Max.HP +41.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Chamuldil the Airtrencher1.0 T3 lite [Rare] Nature While equipped: Stats +3 Wil dps ---------- Phys.crit +4.0% Crit.mult +15.00% Phys.pwr +7 (+2 eff.) Dmg.mod +18% lightning Res.pen +5% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Resists +12% mind ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Durular'1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Mind.crit +7% Mind.pwr +6 (+2 eff.) ----- def ----- Armour +2 Crit.chn- 10.00% Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +80.00 Stun/Frz- +10% Knockbk- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Nunik the iron torque of psionic shield [power 25] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +1% physical HP.reg +2.00 Cut- +20% Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Sageslicer V the Krog Marauder level 13
15th Haze 122nd year of Ascendancy at 08:39 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sageslicer V the Krog Marauder level 17
51st Haze 122nd year of Ascendancy at 19:03 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sageslicer V the Krog Marauder level 10
9th Flare 122nd year of Ascendancy at 00:29 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Sageslicer V the Krog Marauder level 20
2nd Wintertide 123rd year of Ascendancy at 15:43 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Sageslicer V the Krog Marauder level 8
4th Flare 122nd year of Ascendancy at 09:13 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sageslicer V the Krog Marauder level 17
59th Haze 122nd year of Ascendancy at 08:10 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Sageslicer V the Krog Marauder level 17
66th Haze 122nd year of Ascendancy at 20:54 see stats
Log
Ivalratha the giant yellow ant receives 4 healing (4 psi heal).
Melee retaliation hits Fire drake for 4 physical damage.
Ivalratha the giant yellow ant uses Mind Sear.
Sageslicer V reacts to damage from Ivalratha the giant yellow ant, mitigating the blow!.
Ivalratha the giant yellow ant hits Layylrawen the storm drake hatchling for 136 mind damage.
Ivalratha the giant yellow ant hits Sageslicer V for (45 reacted , -5 stam), 120 mind (120 total damage).
Sageslicer V is no longer sleeping.
Restless Night from Ivalratha the giant yellow ant hits Sageslicer V for 42 mind damage.
Layylrawen the storm drake hatchling uses Block.
Ivalratha the giant yellow ant receives 3 healing (3 psi heal).
Ivalratha the giant yellow ant uses Waking Nightmare.
Ivalratha the giant yellow ant's mind surges with critical power!
Sageslicer V is lost in a nightmare.
Layylrawen the storm drake hatchling uses Perfect Strike.
Layylrawen the storm drake hatchling aims carefully.
Sageslicer V wanders around!
Sageslicer V succumbs to the nightmare!
Sageslicer V is no longer suffering from insomnia.
Waking Nightmare from Ivalratha the giant yellow ant hits Sageslicer V for 15 darkness damage.
Restless Night from Ivalratha the giant yellow ant hits Sageslicer V for 42 mind damage.
Layylrawen the storm drake hatchling uses Shield Pummel.
Shards of metal explode from Layylrawen the storm drake hatchling's shield!
Sageslicer V starts to bleed.
Sageslicer V reacts to an attack from Layylrawen the storm drake hatchling, mitigating the blow!.
Sageslicer V resists the shield bash!
Layylrawen the storm drake hatchling hits Sageslicer V for 42 physical, 9 fire, 20 fire, 81 physical, (36 reacted , -5 stam), 98 physical (249 total damage).
Melee retaliation hits Layylrawen the storm drake hatchling for (2 blocked), 0 physical, (2 blocked), 0 physical (0 total damage).
Sageslicer V the level 20 krog marauder was skewered to death by Layylrawen the storm drake hatchling on level 2 of Daikara.




























































































































