











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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:
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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. 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: 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 | Drem |
| Class | Rogue |
| Level / Exp | 21 / 96% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 21 on the 9th Dearth 122nd year of Ascendancy at 11:47 / 1 |
Primary Stats
| Strength | 24 (base 11) |
| Dexterity | 64 (base 50) |
| Constitution | 13 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 25 (base 12) |
| Cunning | 43 (base 39) |
Resources
| Life | -158/590 |
| Mana | 0/295 |
| Stamina | 17/214 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 0.25708407528288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 35.281158001368 |
| See Invisible | 35.281158001368 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 45 |
| Crit Chance | 22% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 40 |
| Accuracy | 45 |
| Crit Chance | 21% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Light | +9% |
| Mind | +5% |
| Physical | +5% |
| Fire | +17% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Physical | +10% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 11 (38.594633868923%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 14 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Mind | + 12%( 70%) |
| Blight | + 23%( 70%) |
| Physical | + 20%( 70%) |
| Fire | + 33%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| 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 557% 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 181 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Artifice | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 |
Equipment
| On feet | pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- 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. |
| On head | Polylaith (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+1 eff.) Resists +3% blight +16% fire Phys.save +9 (+5 eff.) Stun/Frz- +20% A pointy cloth hat, very wizardly... |
| On hands | Xath (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 10 acid 7 fire Dmg.mod +12% acid +6% fire Res.pen +5% blight ----- def ----- Armour +2 Resists +10% acid +7% fire +6% blight Unarmed combat: Power 19.5 - 21.5 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +7 acid +7 fire On Hit: 10% Corrosive Breath 3 On Hit: 10% Fire Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron pickaxe 'Zadig' (dig speed 20 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex +4 Wil dps ---------- Crit.mult +10.00% Mind.pwr +5 (+3 eff.) Melee Ret 2 mind ----- def ----- Max.HP +22.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +22 Rings make your fingers look great! |
| On fingers | Toryleg0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Resists +3% mind Phys.save +4 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.04 Rings make your fingers look great! |
| Around neck | warmaker's copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +5 Str +5 Dex +5 Wil Amulets make your neck look great! |
| In main hand | thought-forged dwarven-steel dagger (20-26 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Psionic Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 mind On Hit: * 10% chance to reduce all saves and defense by 22 While equipped: Stats +1 Cun +1 Wil Sharp, short and deadly. |
| Around waist | rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | steel dagger 'Shinestriker' (19-25 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 19.0 - 24.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +9% light ----- def ----- Resists +3% fire Phys.save +6 (+3 eff.) Max.HP +100.00 Knockbk- +20% ---------- misc Light +2 Sharp, short and deadly. |
| Cloak | resilient linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -2% Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | 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 31.64 to 39.55 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. |
Inventory
movement infusion of the titan (speed 569%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 569% 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 Constitution 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 |
wild infusion of the titan (res 19%; magical; dur 3; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 4; phase 19; cd 15)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 43; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 43 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 |
shielding rune (absorb 152; dur 3; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 152 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
Corpsequencher the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str dps ---------- Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Fatigue -5% Resists +15% lightning +6% nature HP.reg +2.00 Stun/Frz- +20% Amulets make your neck look great! |
savage's steel ring of power0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +5 (+4 eff.) Mind.pwr +7 (+4 eff.) ----- def ----- Spell.save +12 (+9 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
ash vilestaff 'Flarelace' (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [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 (+4 eff.) Dmg.mod +15% darkness Res.pen +15% fire ----- def ----- Defense +7 (+3 eff.) Resists +15% darkness +6% cold Phys.save +9 (+5 eff.) Heal.mod +10% ---------- misc Light +3 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 46.76 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. |
Adalaith (20-24 power, 4 apr, physical 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: Stats +8 Con dps ---------- Spell.crit +10% Crit.mult +13.00% Spell.pwr +19 (+11 eff.) Dmg.mod +20% physical On Hit (Melee): * 10% chance to reduce all saves and defense by 22 * 10% chance to slow global speed by 48% * 20 arcane resource burn ----- def ----- Resists +9% fire HP.reg +1.80 Heal.mod +24% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew starstaff (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] 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 +10.00% Spell.pwr +9 (+6 eff.) Dmg.mod +20% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced iron battleaxe of erosion (16-25 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Nature/Master Power 16.5 - 24.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +32% Massive two-handed battleaxes. |
Drake's Bane (45-68 power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+5 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
dwarven-steel battleaxe 'Belegorn' (33-50 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Psionic Power 33.0 - 49.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +19 mind On Hit: * 26% chance to reduce all saves and defense by 22 While equipped: Stats +3 Cun +5 Wil ----- def ----- Defense +10 (+4 eff.) Resists +3% light +1% physical Max.HP +20.00 Heal.mod +15% Pinning- +20% Massive two-handed battleaxes. |
dwarven-steel battleaxe of erosion (30-45 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Nature Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +13 nature Massive two-handed battleaxes. |
Xerurin (52-79 power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Master Power 52.5 - 78.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 20 arcane resource burn While equipped: dps ---------- Phys.crit +10.0% Crit.mult +37.00% Dmg.mod +6% mind Acc +9 (+3 eff.) Apr +10 ----- def ----- Defense +10 (+4 eff.) Resists +6% lightning Disarm- +32% Massive two-handed mauls. |
steel greatsword of massacre (33-53 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 33.0 - 52.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
balanced voratun greatsword (60-96 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego] Master Power 60.0 - 96.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +16 (+6 eff.) Disarm- +39% Massive two-handed swords. |
elemental dwarven-steel mace of massacre (37-52 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Arcane/Master Power 37.0 - 51.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 21 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +9% acid Res.pen +14% acid Blunt and deadly. |
truestriking dwarven-steel mace (27-38 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master Power 27.0 - 37.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +13 (+5 eff.) Apr +7 Blunt and deadly. |
plaguebringer's dwarven-steel waraxe (22-30 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 10 While equipped: ----- def ----- Disease- +16% One-handed war axes. |
arcing iron dagger of massacre (18-23 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 18.0 - 23.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 21 damage Sharp, short and deadly. |
balanced iron dagger of vileness (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 10 While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +23% Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
elemental steel dagger (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane Power 13.5 - 17.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 21 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +5% fire Res.pen +7% fire Sharp, short and deadly. |
thought-forged steel dagger of massacre (20-26 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master/Psionic Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 mind On Hit: * 12% chance to reduce all saves and defense by 22 While equipped: Stats +1 Cun +1 Wil Sharp, short and deadly. |
manaburning dwarven-steel dagger of shearing (15-20 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Disrupt/Master Power 15.0 - 19.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 15 arcane resource burn While equipped: dps ---------- Res.pen +7% all Acc +5 (+2 eff.) Apr +5 Sharp, short and deadly. |
dwarven-steel steamsaw of resistance (24-36 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Nature/Steamtech Power 24.0 - 36.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +45 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +6% acid +7% fire +7% lightning +8% cold ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
shocking dwarven-steel steamsaw of crippling (22-34 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Nature/Master/Steamtech Power 22.5 - 33.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +45 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +8.0% Melee+ 5 lightning Melee Ret 3 lightning ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Lisusewe the yew longbow4.0 T3 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Proj.spd +200% While equipped: Stats +5 Dex dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +9% physical ----- def ----- Resists +6% darkness HP.reg +4.00 ---------- misc Reload +4 Max.stam +20.00 Longbows are used to shoot arrows at your foes. |
cured leather sling of lightning4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +8 lightning While equipped: dps ---------- Dmg.mod +9% lightning Slings are used to hurl stones or metal shots at your foes. |
Armichik the Gloomborn4.0 T3 sling 1H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Hit.r1 +4 darkness On Crit.r2 +4 darkness On Hit: * 20% chance to reduce damage dealt by 18% While equipped: Stats +3 Wil +8 Con dps ---------- On Hit (Ranged): * 20% chance to reduce damage dealt by 18% ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 144 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
Eldoral Last Resort4.0 T3 sling 1H weapon Reqs Shoot [Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 118% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
linen robe 'Eilinothra' (0 def, 2 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+7 eff.) Dmg.mod +11% nature Res.pen +15% physical On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +2 Resists +16% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of the mind (+12%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +12% mind ----- def ----- Resists +12% mind +7% all Mind.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +9% all Poison- +23% Disease- +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 23.23 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
duelist's hardened leather armour of spell shielding (13 def, 10 armour)9.0 T3 light armor [Ego+] Arcane/Master While equipped: Stats +5 Cun +5 Dex ----- def ----- Armour +10 Defense +13 (+5 eff.) Fatigue +8% Resists +5% arcane Spell.save +12 (+9 eff.) A suit of armour made of leather. |
cleansing steel mail armour of resilience (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% nature +12% blight Max.HP +25.00 A suit of armour made of mail. |
radiant steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% blight +12% darkness ---------- misc Light +2 A suit of armour made of mail. |
cleansing dwarven-steel mail armour of lightning resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +21% lightning +10% nature +12% blight A suit of armour made of mail. |
blurring rough leather belt of resilience1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +11 (+4 eff.) Stealth +6 Max.HP +32.00 A belt that goes around your waist. |
cleansing rough leather belt1.0 T1 belt armor [Ego] Disrupt While equipped: ----- def ----- Resists +5% acid +5% blight A belt that goes around your waist. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +5% fire +5% cold A belt that goes around your waist. |
Islalrawyn the Snowbrand1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +15% cold ----- def ----- Resists +9% cold Die.at -40.00 life Max.HP +48.00 Disarm- +20% Pinning- +10% Stun/Frz- +20% Teleport- +10% A belt that goes around your waist. |
Mirebiter the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Melee Ret 2 mind 4 nature ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness +3% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Ulufang' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Cun +1 Str dps ---------- Mind.crit +1% Dmg.mod +3% mind ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Equi/ret +0.04 Max.stam +14.00 A pair of boots made of leather. |
grounding pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego] Nature While equipped: ----- def ----- Armour +3 Resists +7% lightning +7% temporal A pair of boots made of leather. |
pair of iron boots 'Radiancemark' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str +1 Dex +3 Wil +3 Cun dps ---------- Dmg.mod +6% light Apr +1 ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Die.at -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lightningfiend (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +3% cold Res.pen +15% lightning Melee Ret 4 lightning On Hit (Melee): * 10% chance to reduce armor by 20% ----- def ----- Armour +4 Fatigue +3% Resists +10% lightning +7% temporal +9% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lisavea (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Wil +4 Cun +4 Con dps ---------- Phys.crit +5.0% ----- def ----- Armour +4 Fatigue -4% Phys.save +10 (+5 eff.) ---------- misc Max.enc +32 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 'Coalbender' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +2 Wil +1 Cun +3 Con dps ---------- Dmg.mod +9% light +7% physical On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Armour +4 Fatigue +3% Resists +9% light +9% darkness ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +1 Cun +2 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +14 (+7 eff.) Mind.save +14 (+7 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scouring hardened leather gloves of the nighthunter (0 def, 2 armour)1.0 T2 hands armor [Ego++] Disrupt/Psionic While equipped: Stats +1 Cun dps ---------- Acc +6 (+2 eff.) On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Resists +7% darkness Spell.save +10 (+8 eff.) ---------- misc Infravis +2 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +3 Crit +7.0% Atk.spd 100% Melee+ +4 darkness On Crit: 10% Dominate 3 On Hit: * 20 arcane resource burn Track: Puts all charms on 15 cooldown Level 2.6 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+4 eff.) Max.HP +20.00 Unarmed combat: Power 13.0 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 83% Melee+ +10 silence 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 have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
alchemist's dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +6 (+4 eff.) Melee+ 3 acid 3 fire 7 cold 6 arcane 5 lightning Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +4 ice +4 acid +12 fire +6 arcane +5 lightning On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
starseer's cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +3 Mag +2 Con dps ---------- Dmg.mod +7% temporal +3% light +5% physical +6% arcane +5% darkness ----- def ----- Defense +2 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
miner's rough leather cap (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
Bethawe the Mirenight (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Melee Ret 4 mind On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Defense +2 (+1 eff.) ---------- misc Equi/ret +1.20 Psi/ret +1.60 Hate/ret +1.20 Max.hate +2.00 A pointy cloth hat, very wizardly... |
miner's hardened leather cap of the depths (0 def, 4 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +6% cold ---------- misc Infravis +2 Breathe water A cap made of leather. |
Ulferion the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +4 Wil +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% mind Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 20% ----- def ----- Armour +3 Fatigue +5% ---------- misc Equi/ret +0.08 Hate/m.crit +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+9 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
bladed dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% 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 50.3 Physical damage. If the attack hits, the target is confused (41% 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. |
15 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. |
7 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. |
8 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. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Disease- +15% 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. It was changed by the digestive sack. |
5 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. |
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. |
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. |
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. |
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. |
183 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. |
Chaluladunalar the Dawnkin2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +3% acid +3% temporal +3% light Mind.save +9 (+5 eff.) Die.at -20.00 life Stun/Frz- +10% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Hanalakath'2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +2% physical +6% light +3% nature Phys.save +3 (+2 eff.) Spell.save +3 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Shiverrend'2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind +6% cold ----- def ----- Resists +6% mind Die.at -40.00 life Pinning- +20% Stun/Frz- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- 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. |
Olyromilach the Flashward (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str ----- def ----- Resists +9% lightning +6% nature +6% darkness +9% light Max.HP +23.00 ---------- misc Max.stam +20.00 Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
Flowerwhisper [power 160] (15 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% nature On Hit (Melee): * 10% chance to slow global speed by 48% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 168 physical damage Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase the duration of 1 beneficial effects by 1. 100% to heal for 32. Torques are made by powerful psionics to store psionic powers. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By fak the Drem Rogue level 10
21st Profit 122nd year of Ascendancy at 09:36 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By fak the Drem Rogue level 20
2nd Dearth 122nd year of Ascendancy at 03:23 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By fak the Drem Rogue level 21
9th Dearth 122nd year of Ascendancy at 11:47 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By fak the Drem Rogue level 9
25th Voratun 122nd year of Ascendancy at 16:50 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By fak the Drem Rogue level 16
2nd Wealth 122nd year of Ascendancy at 13:34 see stats
Log
Ce'Nimith the gigantic sandworm tunneler uses Grab.
fak reacts to an attack from Ce'Nimith the gigantic sandworm tunneler, mitigating the blow!.
Fak is pinned to the ground.
Melee retaliation hits Ce'Nimith the gigantic sandworm tunneler for 2 mind damage.
Ce'Nimith the gigantic sandworm tunneler hits fak for (16 parried), (37 reacted , -5 stam), 94 physical (94 total damage).
Fak uses Fan of Knives.
Talent Tumble is ready to use.
Poison bursts out of War hound's corpse!
Lisathra the sandworm is poisoned!
Ritch flamespitter is poisoned!
Personal New Achievement: That was close (Insane (Roguelike) difficulty)!
Poison bursts out of Ce'Nimith the gigantic sandworm tunneler's corpse!
You collect a new ingredient: sandworm tooth (1).
The unstable sand tunnel collapses!
Fak's Fan of Knives hits War hound for 69 physical damage.
Fak's Fan of Knives hits Ce'Nimith the gigantic sandworm tunneler for (25 to psi shield), 37 physical (37 total damage).
Terrified from Ce'Nimith the gigantic sandworm tunneler hits fak for 2 mind, 3 darkness (5 total damage).
Fak's Fan of Knives killed Ce'Nimith the gigantic sandworm tunneler!
Fak's Fan of Knives killed War hound!
Ritch flamespitter starts to bleed.
Fak's Fan of Knives performs a melee critical strike against Ritch flamespitter!
Fak's Fan of Knives hits Ritch flamespitter for 73 physical, 10 acid, 2 fire (85 total damage).
Fak's Fan of Knives hits Ritch flamespitter for 157 physical damage.
Fak's Fan of Knives killed Ritch flamespitter!
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits fak for 90 fire damage.
Deadly Poison from Fak hits Ritch flamespitter for 14 nature damage.
fak the level 21 drem rogue was combusted to death by a ritch flamespitter on level 1 of Sandworm lair.


































































































































