










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Everyone Options 1.4.5Starts characters off with category points instead of categories known. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Wall Clock 1.6.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Store Restocker 1.5.5Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Better Item Description 1.6.6This 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 Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 28 / 48% |
| Size | big |
| Lifes / Deaths | Killed by Grand Corruptor at level 28 on the 76th Dusk 123rd year of Ascendancy at 21:33 / 2Killed by Grand Corruptor at level 28 on the 76th Dusk 123rd year of Ascendancy at 23:15 |
Primary Stats
| Strength | 58 (base 46) |
| Dexterity | 26 (base 11) |
| Constitution | 66 (base 54) |
| Magic | 15 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 32 (base 22) |
Resources
| Life | -134/1169 |
| Stamina | 112/251 |
| Healing Factor | 1.8559322033898 |
| Regeneration | 191.86214030762 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 141 |
| Accuracy | 56 |
| Crit Chance | 30% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +18% |
| All | 0% |
| Nature | +6% |
Offense: Damage Penetration
| Acid | +21% |
| Physical | +17% |
| Fire | +5% |
| Mind | +5% |
| Arcane | +15% |
| Cold | +5% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 45.723073231957 (93.924050632911%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 15 |
| Physical Save | 34 |
| Spell Save | 12 |
| Mental Save | 28 |
Defense: Resistances
| Darkness | + 31%( 70%) |
| Lightning | + 31%( 70%) |
| Physical | + 28%( 70%) |
| Cold | + 53%( 70%) |
| All | + 27%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Teleport Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 359 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: 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 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 42 with a minimum range of 15. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 600% 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. |
Class Talents
| Technique / Superiority | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Warcries | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Conditioning | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The thrill of combat improves the target's maximum life by 3%, life regeneration by 2.07, and stamina regeneration by 0.41. Bloodbath |
| beneficial effect | The target has 78 increased life regeneration. Recovery |
| beneficial effect | The target ignores pain, reducing all damage taken by 32%. Pain Suppression |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 63.36 fire damage, and talent cooldowns are increased by 66% plus 1 turn. Burning Hex |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved talent Disarm (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | 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. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of wight ectoplasm. * You've found the needed honey tree root. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. 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 snow giant kidney. * You've found the needed xorn fragment. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Dagorak' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str +5 Con dps ---------- Dmg.mod +6% physical Res.pen +5% mind Apr +5 On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Armour +1 ---------- misc Max.stam +20.00 Size +1 A pair of boots made of leather. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +43.00 Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | dwarven-steel helm 'Ererim' (0 def, 7 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Crit.mult +20.00% Phys.pwr +20 (+5 eff.) ----- def ----- Armour +7 Fatigue +4% Resists +18% cold ---------- misc Max.stam +20.00 Infravis +2 See.Invis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | extending elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Rimebane0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Melee Ret 2 cold ----- def ----- Fatigue -6% Resists +6% lightning +9% cold Die.at -20.00 life Max.HP +102.00 HP.reg +19.00 Heal.mod +24% Pinning- +20% Teleport- +10% ---------- misc Max.enc +25 Rings can have magical properties. |
| On fingers | conjurer's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+3 eff.) Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 110% 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 can have magical properties. |
| Around waist | Xanivena the Hazebiter1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% cold ----- def ----- Armour +2 Resists +9% cold +6% darkness +2% physical Max.HP +44.00 ---------- misc Light +2 A belt that goes around your waist. |
| In main hand | Siliriatha the Sepsisglory (50.5-80.8 power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 50.5 - 80.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +24 darkness Against +19% Living On Crit.r2 +33 acid +24 nature On Hit: * 20% chance to slow global speed by 42% While equipped: dps ---------- Dmg.mod +6% nature Res.pen +21% acid +7% physical +25% nature Acc +17 (+4 eff.) Apr +24 Massive two-handed swords. |
| On hands | Kumas the Abyssterror (0 def, 7 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Crit.mult +10.00% Phys.pwr +15 (+4 eff.) Res.pen +5% fire ----- def ----- Armour +7 Mind.save +6 (+3 eff.) Die.at -20.00 life Max.HP +49.00 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. |
| Main armor | enlightening dwarven-steel plate armour of Eyal (0 def, 11 armour)17.0 T3 massive armor [Ego++] Nature/Psionic While equipped: Stats +6 Cun +4 Wil ----- def ----- Armour +11 Fatigue +22% Mind.save +12 (+6 eff.) Max.HP +38.00 HP.reg +2.00 Heal.mod +15% A suit of armour made of metal plates. |
| Cloak | Halydorig (27 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.crit +2.0% Phys.pwr +30 (+7 eff.) Dmg.mod +12% physical Res.pen +15% arcane +10% physical Melee Ret 4 physical ----- def ----- Defense +27 (+9 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +4 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
Inventory
movement infusion (speed 505%; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 505% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 35 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 175 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (238.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 25 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 238.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the duelist (range 56; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 56 with a minimum range of 15. 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 |
teleportation rune of the sneak (range 66; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 66 with a minimum range of 15. Its effects scale with your Cunning 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 |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 169 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Voryth0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +3 Mag +2 Wil +5 Cun +4 Con +6 Lck dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Resists +9% temporal Unseen.red 11% Amulets can have magical properties. |
mindweaver's stralite amulet of the eclipse0.1 T4 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +10 (+5 eff.) Melee+ 9 light 7 darkness Dmg.mod +8% light +8% darkness On Melee Ret: * 9% chance to reduce damage dealt by 14% * 8% chance to blind ----- def ----- Mind.save +5 (+2 eff.) Confus- +13% Amulets can have magical properties. |
protective steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +4 Defense +5 (+1 eff.) Res.Cap +3% all Phys.save +8 (+4 eff.) Amulets can have magical properties. |
protective steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Cun ----- def ----- Armour +4 Defense +7 (+2 eff.) Res.Cap +3% all Phys.save +10 (+5 eff.) Amulets can have magical properties. |
savior's gold amulet of murder0.1 T3 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +10.00% Acc +5 (+1 eff.) Apr +10 ----- def ----- Phys.save +10 (+5 eff.) Spell.save +12 (+10 eff.) Mind.save +11 (+5 eff.) Amulets can have magical properties. |
stabilizing copper amulet of mastery (0.11 Technique / Two-handed assault)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +22% ---------- misc Masteries +0.11 Technique/Two-handed assault Amulets can have magical properties. |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +11% darkness Blind- +21% Amulets can have magical properties. |
wanderer's steel amulet of the eclipse0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +3 Cun +4 Con dps ---------- Mov.spd +10% Melee+ 5 light 5 darkness Dmg.mod +7% light +7% darkness On Melee Ret: * 7% chance to reduce damage dealt by 14% * 7% chance to blind ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
wanderer's stralite amulet0.1 T4 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +6 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.80 Amulets can have magical properties. |
Xanekira the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +9 Wil dps ---------- Spell.crit +3% Dmg.mod +12% blight Melee Ret 8 blight ----- def ----- Resists +15% acid +14% fire +15% lightning +15% cold ---------- misc Vim/s.crit +2.00 Rings can have magical properties. |
conjurer's gold ring of perseverance0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +10 (+5 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +33% Rings can have magical properties. |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings can have magical properties. |
marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) Rings can have magical properties. |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings can have magical properties. |
solipsist's gold ring of corrosion (+24%)0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +12% acid ----- def ----- Resists +24% acid Rings can have magical properties. |
iron battleaxe of massacre (23.5-35.25 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Master Power 23.5 - 35.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shockrend (15.5-20.15 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 15.5 - 20.2 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 lightning On Hit.r1 +8 lightning While equipped: dps ---------- Acc +11 (+3 eff.) On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Defense +9 (+3 eff.) Resists +15% acid +9% lightning Disarm- +33% Sharp, short and deadly. |
Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Dex, 10% Mag, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a bolt of darkness, doing 78.06 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Obliterator (48-72 power, 10 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +0.0% Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 58 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
Poltergeist's Spellcrusher (32-48 power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Armour +2 Resists +2% all Spell.save +15 (+11 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
Tirakai's Maul (32-41.6 power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Spectral Blade (26-41.6 power, 25 apr)0.1 T2 greatsword 2H weapon Reqs Mag 18 [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+3 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
iron greatsword (16-25.6 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 16.0 - 25.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Nature's Vengeance (40-56 power, 4 apr)3.0 T3 mace 1H weapon [Unique] Nature/Disrupt Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +9.0% Atk.spd 100% Melee+ +10 silence +18 nature While equipped: dps ---------- Acc +6 (+2 eff.) Rush: Level 3.9 Pwr.cost 15 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
Poltergeist's Kinetic Focus (6-6.6 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +2.0% Spell.crit +2% Mind.crit +6% Mind.pwr +8 (+4 eff.) Dmg.mod +4% all +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
Eclipse (18-21.6 power, 4 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+6 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
yew vilestaff 'Splendourgasher' (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane/Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Dex +4 Mag dps ---------- Spell.crit +13% Crit.mult +37.00% Spell.pwr +15 (+8 eff.) Melee+ 23 fire Dmg.mod +20% blight Res.pen +25% light Melee Ret 4 acid ----- def ----- Defense +8 (+2 eff.) ---------- misc Light +3 See.Invis +10 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 39.08 light damage. Staves designed for wielders of magic, by the greats of the art. |
Cuthomakor the Glintshine1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% acid Res.pen +25% light +25% acid Melee Ret 2 light ----- def ----- Anom.red +12 Max.HP +61.00 ---------- misc Max.mana +35.00 Max.stam +41.00 Max.hate +15.00 Max.psi +24.00 Max.vim +29.00 Max.P.En +25.00 Max.N.En +25.00 Light +3 A belt that goes around your waist. |
Swampripper1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Melee Ret 8 nature On Hit (Melee): * 10% chance to reduce armor by 22% ----- def ----- Max.HP +31.00 A belt that goes around your waist. |
Festeredge the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Defense +2 (+0 eff.) Resists +18% acid +6% fire +3% darkness Max.HP +39.00 HP.reg +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 31.15 to 38.94 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Blacknail the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +15% darkness Res.pen +15% physical ----- def ----- Armour +4 Fatigue +3% Phys.save +13 (+6 eff.) Spell.save +7 (+7 eff.) Mind.save +7 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Islywyn (0 def, 4 armour)3.0 T3 feet armor [Rare] Arcane While equipped: Stats +4 Mag +3 Wil +2 Cun dps ---------- Crit.mult +10.00% Dmg.mod +18% mind ----- def ----- Armour +4 Fatigue +3% Resists +9% light Crit.dmg- 15.00% Phys.save +6 (+3 eff.) Blink to a nearby random location (rad 11) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Silawyn (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +15% physical Acc +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +6% mind Phys.save +9 (+5 eff.) 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 'Xanenor' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +20.00% On Hit (Melee): * 10% chance to reduce armor by 22% ----- def ----- Armour +3 Resists +3% light Phys.save +3 (+2 eff.) Spell.save +9 (+8 eff.) ---------- misc Stam/turn +0.70 Max.stam +13.00 A pair of boots made of leather. |
Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+0 eff.) Spell.save +6 (+6 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tundrawhisper (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex +1 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% blight Acc +11 (+3 eff.) ----- def ----- Armour +1 Resists +6% cold Mind.save +18 (+9 eff.) 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. |
iron gauntlets 'Shockseam' (0 def, 1 armour)1.5 T1 hands armor [Rare] Psionic While equipped: Stats +7 Cun +2 Mag dps ---------- Res.pen +5% lightning Acc +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +20% 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. |
Erelorak (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +12% acid Res.pen +5% acid On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +6% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed iron helm of trickery (0 def, 3 armour)3.0 T1 head armor [Ego++] Master While equipped: Stats +2 Str +2 Dex +3 Cun dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 323.8 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Zarin' (10 def, 7 armour)3.0 T3 head armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 12 ----- def ----- Armour +7 Defense +10 (+3 eff.) Fatigue +4% Resists +9% mind +6% blight Mind.save +3 (+1 eff.) Stun/Frz- +20% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
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 34.22 to 102.66 lightning damage (68.44 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
enlightening dwarven-steel plate armour of lightning resistance (0 def, 11 armour)17.0 T3 massive armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +11 Fatigue +22% Resists +18% lightning Mind.save +10 (+5 eff.) A suit of armour made of metal plates. |
prismatic iron plate armour of acid resistance (0 def, 7 armour)17.0 T1 massive armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +17% acid +11% light +10% darkness A suit of armour made of metal plates. |
Titanic (20 def, 18 armour, 320 block)7.0 T3 shield armor [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+6 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Hornet Stingers (20/20, 18-25.2 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
5 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. |
173 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. |
3 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. |
24 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
12 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. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
2 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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide Phial1.0 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.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 330.00 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 48 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
15 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. |
Raindare the yew wand of lightning storm [power 254] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% acid +21% cold Melee Ret 4 cold On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Resists +6% darkness Create a radius 3 storm for 5 turns. Each turn, creatures within take 50 lightning damage and will be dazed for 1 turn (254 total damage) Puts all charms on 15 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Shimmerfist the yew wand of conjuration [power 230] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% arcane Melee Ret 10 lightning ---------- misc Equi/ret +0.16 Max.hate +8.00 Fire a magical bolt dealing 230 fire damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 19% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elm wand of lightning storm [power 110] (10 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 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. |
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. |
8 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. |
15 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Barhan the Cornac Berserker level 17
37th Dusk 122nd year of Ascendancy at 01:15 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Barhan the Cornac Berserker level 19
8th Haze 122nd year of Ascendancy at 20:13 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Barhan the Cornac Berserker level 18
56th Dusk 122nd year of Ascendancy at 00:18 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Barhan the Cornac Berserker level 20
22nd Haze 122nd year of Ascendancy at 11:17 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Barhan the Cornac Berserker level 20
20th Haze 122nd year of Ascendancy at 23:54 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Barhan the Cornac Berserker level 23
41st Haze 122nd year of Ascendancy at 06:17 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Barhan the Cornac Berserker level 17
36th Dusk 122nd year of Ascendancy at 22:54 see stats
Level 10 (Roguelike)
Got a character to level 10.By Barhan the Cornac Berserker level 10
2nd Mirth 122nd year of Ascendancy at 21:01 see stats
Level 20 (Roguelike)
Got a character to level 20.By Barhan the Cornac Berserker level 20
20th Haze 122nd year of Ascendancy at 23:11 see stats
Lucky Girl (Roguelike)
Saved Melinda again and invited her to the Fortress to cure her.By Barhan the Cornac Berserker level 27
55th Regrowth 123rd year of Ascendancy at 21:00 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Barhan the Cornac Berserker level 14
5th Flare 122nd year of Ascendancy at 06:35 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Barhan the Cornac Berserker level 27
10th Decay 122nd year of Ascendancy at 20:35 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Barhan the Cornac Berserker level 15
32nd Dusk 122nd year of Ascendancy at 20:54 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Barhan the Cornac Berserker level 7
78th Pyre 122nd year of Ascendancy at 00:46 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Barhan the Cornac Berserker level 17
37th Dusk 122nd year of Ascendancy at 01:15 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Barhan the Cornac Berserker level 25
6th Decay 122nd year of Ascendancy at 18:16 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Barhan the Cornac Berserker level 22
38th Haze 122nd year of Ascendancy at 15:17 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Barhan the Cornac Berserker level 19
9th Haze 122nd year of Ascendancy at 09:25 see stats
Unstoppable (Roguelike)
Returned from the dead.By Barhan the Cornac Berserker level 28
76th Dusk 123rd year of Ascendancy at 21:33 see stats
Log
Lava floor heals Grand Corruptor!
Grand Corruptor casts Burning Hex.
Barhan is hexed!
Barhan resists the bloody wave!
Grand Corruptor receives 124 healing.
Grand Corruptor's bloodspring area effect hits Barhan for 150 blight damage.
Grand Corruptor receives 83 healing from Barhan.
Lava floor burns Barhan!
Grand Corruptor hits Barhan for 70 fire damage.
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Barhan uses Shattering Blow.
Grand Corruptor's Blood Boil is disrupted by his wounds!
Grand Corruptor's armour is damaged!
Lava floor heals Grand Corruptor!
Grand Corruptor casts Drain.
Barhan hits Grand Corruptor for (349 to bones), 0 physical, 13 darkness (13 total damage).
Grand Corruptor hits Barhan for 40 fire, 150 blight (189 total damage).
Grand Corruptor receives 124 healing.
Bleeding from Barhan hits Grand Corruptor for 190 physical damage.
Grand Corruptor deactivates Fearscape.
Grand Corruptor's bloodspring area effect hits Barhan for 150 blight damage.
Grand Corruptor receives 83 healing from Barhan.
Barhan the level 28 cornac berserker was plagued to death by Grand Corruptor on level 1 of Fearscape.
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You are brought back from the Fearscape!
Barhan no longer revels in blood quite so much.
Barhan feels pain again.
Barhan is free from the hex.
Barhan has finished recovering.


















































































































