













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Items Vault 1.7.0Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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: 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 | Dwarf |
| Class | Skirmisher |
| Level / Exp | 21 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Ivirelrata the large white snake at level 21 on the 10th Shortage 122nd year of Ascendancy at 03:37 / 1 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 50 (base 48) |
| Constitution | 20 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 25 (base 19) |
| Cunning | 35 (base 32) |
Resources
| Life | -222/674 |
| Stamina | 214/240 |
| Healing Factor | 1.1870588855781 |
| Regeneration | 6.2320591492851 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 32.205720692758 |
| See Invisible | 32.205720692758 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 56 |
| Crit Chance | 16% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 3.5 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Nature | +6% |
| Temporal | +9% |
| Blight | +8% |
| Mind | +15% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Blight | +20% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 32.764593763945 (78.356353989015%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 47 |
| Mental Save | 43 |
Defense: Resistances
| Physical | + 2%( 70%) |
| Lightning | + 12%( 70%) |
| Cold | + 28%( 70%) |
| Temporal | + 5%( 70%) |
| Blight | + 3%( 70%) |
| Arcane | + 18%( 70%) |
| Fire | + 29%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 143 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.42 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed bear paw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed red crystal shard. * You've found the needed honey tree root. | active |
Equipment
| On feet | Balancecrack the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Dmg.mod +6% nature +6% fire Res.pen +15% nature Melee Ret 2 nature On Hit (Melee): * 10% chance to slow global speed by 45% ----- def ----- Armour +1 Resists +9% fire Stealth +6 A pair of boots made of leather. |
| Quiver | deadly pouch of dwarven-steel shots of persecution (18/19, 44-52 power, 3 apr)3.0 T3 shot ammo [Ego] Disrupt/Master Power 43.5 - 52.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 Against +10% Unnatural +11% Unliving Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Amudas'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Con dps ---------- Crit.mult +10.00% Dmg.mod +9% temporal ----- def ----- Defense +5 (+1 eff.) Die.at -20.00 life Max.HP +44.00 ---------- 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 | Beibar the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +3% cold Crit.chn- 5.00% Max.HP +80.00 Heal.mod +10% A cap made of leather. |
| On hands | Bethyriatha (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +12% mind Apr +1 ----- def ----- Armour +1 Die.at -40.00 life HP.reg +1.00 ---------- misc Stam/turn +0.60 Max.stam +13.00 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. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | warrior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +22.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
| On fingers | Skypiety the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun +1 Wil dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 9 physical Ranged+ 7 physical Dmg.mod +3% mind Melee Ret 8 light On Hit (Melee): * 10% chance to reduce all saves and defense by 19 On Hit (Ranged): * 11% chance to reduce all saves and defense by 19 ----- def ----- Resists +3% lightning Mind.save +9 (+3 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| Around neck | insulating copper amulet of mastery (0.12 Cunning / Scoundrel)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% fire +10% cold ---------- misc Masteries +0.12 Cunning/Scoundrel Amulets make your neck look great! |
| In main hand | steady rough leather sling of acid4.0 T1 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +6 acid While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +10% acid Acc +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
| Around waist | rough leather belt 'Arctrencher'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% blight Res.pen +20% blight ----- def ----- Resists +9% lightning +5% temporal +3% blight A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | linen cloak 'Zerohad' (1 def, 2 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Con +2 Wil dps ---------- Apr +2 ----- def ----- Armour +2 Defense +1 (+0 eff.) Mind.save +6 (+2 eff.) Die.at -60.00 life ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Urthurin (6 def, 4 armour)9.0 T2 light armor [Random Unique] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +18% arcane +2% physical Spell.save +37 (+12 eff.) HP.reg +4.00 A suit of armour made of leather. |
Inventory
healing infusion of the sneak (heal 130; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 505%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 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. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 175; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 175 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 24%; magical; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 cure yourself of one random magical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Salyma0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Mind.crit +1% Mind.pwr +10 (+5 eff.) Acc +15 (+5 eff.) ----- def ----- Armour +6 ---------- misc Stam/turn +1.00 Equi/ret +0.16 Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.86 cold and 10.86 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
steel ring 'Cobratitan'0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Resists +7% blight +6% fire +18% nature Spell.save +3 (+1 eff.) Poison- +14% Disease- +16% Rings make your fingers look great! |
steel ring of misery0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 11 physical Ranged+ 10 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 19 On Hit (Ranged): * 12% chance to reduce all saves and defense by 19 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
ash magestaff (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] 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 (+3 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew starstaff of might (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+4 eff.) Dmg.mod +20% darkness ---------- misc Mana/turn +0.10 Max.mana +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew starstaff of fate (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +9 (+4 eff.) S.pwr/crit +4 Dmg.mod +20% physical ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] 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 +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel battleaxe (21-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 21.0 - 31.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
Berenarinik (30-46 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Rare] Nature Power 30.5 - 45.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 20 arcane resource burn While equipped: Stats +5 Str +9 Dex +12 Mag +9 Wil +9 Cun +9 Con dps ---------- Dmg.mod +12% mind ----- def ----- Resists +6% acid +3% temporal Spell.save +12 (+4 eff.) Massive two-handed battleaxes. |
Rainhunter (32-49 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Random Unique] Nature/Master/Psionic Power 32.5 - 48.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +16 nature +10 mind On Hit.r1 +16 cold On Crit.r2 +8 temporal On Hit: * 21% chance to reduce all saves and defense by 19 While equipped: Stats +5 Cun +3 Wil dps ---------- Dmg.mod +3% temporal Res.pen +7% physical Acc +14 (+4 eff.) Apr +12 Massive two-handed battleaxes. |
warbringer's dwarven-steel battleaxe of phasing (31-46 power, 12 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Arcane/Master Power 31.0 - 46.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +6.5% Atk.spd 100% Phasing +17% While equipped: Stats +5 Con dps ---------- Phys.pwr +12 (+6 eff.) Res.pen +7% physical ----- def ----- Disarm- +25% Massive two-handed battleaxes. |
steel greatmaul (31-46 power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 31.0 - 46.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
Oleruigen (42-62 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Psionic Power 41.5 - 62.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Str +5 Mag +1 Cun +4 Con dps ---------- Dmg.mod +9% acid Melee Ret 4 acid Massive two-handed mauls. |
warbringer's dwarven-steel greatmaul of evisceration (44-66 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego++] Master Power 44.0 - 66.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Wound the target dealing 132 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Con dps ---------- Phys.crit +7.0% Phys.pwr +17 (+8 eff.) Res.pen +10% physical ----- def ----- Disarm- +20% Massive two-handed mauls. |
flaming steel greatsword of daylight (21-34 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 21.0 - 33.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 light Against +10% Undead On Hit.r1 +9 fire Massive two-handed swords. |
warbringer's dwarven-steel greatsword of massacre (45-72 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master Power 45.0 - 72.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+5 eff.) Res.pen +9% physical ----- def ----- Disarm- +24% Massive two-handed swords. |
dwarven-steel longsword of erosion (22-31 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Nature Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +7 nature Sharp, long, and deadly. |
dwarven-steel mace 'Beteba' (30-41 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Arcane Power 29.5 - 41.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +4 Mag +4 Cun +2 Con ----- def ----- Crit.chn- 15.00% ---------- misc Infravis +1 Blunt and deadly. |
flaming dwarven-steel waraxe of crippling (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane/Master Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +10 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% One-handed war axes. |
Silayawen the Scabhue (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 11.5 - 15.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 cold +10 light +8 nature Against +5% Undead On Hit.r1 +8 nature +8 arcane While equipped: dps ---------- Dmg.mod +9% arcane Acc +7 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +30% Sharp, short and deadly. |
hateful steel dagger (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Psionic Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 darkness Against +7% Living Sharp, short and deadly. |
manaburning steel dagger of massacre (16-21 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Disrupt/Master Power 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 14 arcane resource burn Sharp, short and deadly. |
truestriking steel dagger of paradox (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane/Master Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 temporal While equipped: dps ---------- Res.pen +5% physical Acc +6 (+2 eff.) Apr +6 ----- def ----- Resists +7% temporal Sharp, short and deadly. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
balanced dwarven-steel dagger of massacre (24-31 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 23.5 - 30.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +26% Sharp, short and deadly. |
dwarven-steel dagger of massacre (22-28 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 21.5 - 27.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
manaburning dwarven-steel dagger of dampening (15-20 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Disrupt Power 15.0 - 19.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 12 arcane resource burn While equipped: ----- def ----- Resists +10% acid +12% lightning +8% cold +9% fire +4% all Spell.save +10 (+3 eff.) Sharp, short and deadly. |
slime-covered dwarven-steel dagger (17-22 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Disrupt Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 10% chance to slow global speed by 45% Sharp, short and deadly. |
nature's vined mindstar (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +4% nature ----- def ----- Resists +4% blight Disease- +13% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of balance (4-4 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.0 - 4.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.90 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Borafang the thorny mindstar (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Resists +20% light +5% arcane Mind.save +5 (+1 eff.) ---------- misc Max.psi +25.00 Infravis +1 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Starbreak (8-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +9% light ----- def ----- Resists +3% lightning +3% light +3% blight +12% darkness +3% acid Spell.save +9 (+3 eff.) Max.HP +19.00 HP.reg +1.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Blazeclamor (18/18, 36-50 power, 10 apr)3.0 T3 arrow ammo [Rare] Nature Power 35.5 - 49.7 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Ranged+ +4 acid +40 fire On Hit.r1 +8 acid On Crit.r2 +11 fire On Hit: * 20% chance to reduce armor by 8% Arrows are used with bows to pierce your foes to death. |
Iceburst (16/16, 20-23 power, 1 apr)3.0 T1 shot ammo [Rare] Master Power 19.5 - 23.4 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +10.0% Capacity 16 Ranged+ +4 cold +4 mind On Hit.r1 +20 mind On Hit: * 10% chance to slow global speed by 45% On Crit: * Wound the target dealing 132 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of steel shots 'Bokublek' (18/18, 26-32 power, 2 apr)3.0 T2 shot ammo [Random Unique] Nature/Master Power 26.5 - 31.8 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 18 Ranged+ +8 lightning +12 fire +20 arcane On Hit.r1 +4 arcane On Crit.r2 +8 lightning +5 fire On Crit: * Wound the target dealing 132 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Arima the pouch of dwarven-steel shots (23/23, 32-39 power, 3 apr)3.0 T3 shot ammo [Rare] Psionic Power 32.5 - 39.0 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 23 Ranged+ +20 mind +11 physical On Hit.r1 +20 mind On Crit.r2 +20 mind On Hit: * 20% chance to knock the target back 3 spaces and deal 109 physical damage Shots are used with slings to pummel your foes to death. |
flaming steel shield of lightning resistance (+15%) (0 def, 4 armour, 14-17 power, 41 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 14.0 - 16.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 On Hit.r1 +13 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 5 fire ----- def ----- Armour +4 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
shocking steel shield (0 def, 4 armour, 16-20 power, 36 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 16.5 - 19.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +36 While equipped: dps ---------- Melee+ 12 lightning Melee Ret 1 lightning ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of temporal resistance (+12%) (0 def, 4 armour, 12-14 power, 39 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 11.5 - 13.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +39 While equipped: dps ---------- On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +8% Resists +12% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield (0 def, 6 armour, 34-41 power, 81 block)7.0 T3 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 34.0 - 40.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +81 While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield 'Glacierrage' (0 def, 8 armour, 30-37 power, 77.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 30.5 - 36.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 On Hit: * Deal physical damage equal to your armor (33) While equipped: dps ---------- Dmg.mod +3% cold Res.pen +15% cold Melee Ret 2 cold ----- def ----- Armour +8 Fatigue +8% Resists +6% nature Spell.save +3 (+1 eff.) ---------- misc Max.psi +50.00 Talents +1 Block Handheld deflection devices. |
rough leather armour of command (9 def, 6 armour)9.0 T1 light armor [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +6% Mind.save +13 (+4 eff.) A suit of armour made of leather. |
troll-hide rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +31.00 HP.reg +3.40 Heal.mod +10% A suit of armour made of leather. |
cleansing cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +11% nature +11% blight A suit of armour made of leather. |
cured leather armour of cold resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +17% cold A suit of armour made of leather. |
rejuvenating cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +15% fire HP.reg +2.60 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
hardened leather armour of fire resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +17% fire A suit of armour made of leather. |
hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +18% lightning A suit of armour made of leather. |
rejuvenating hardened leather armour of cold resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +15% cold HP.reg +2.00 ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
prismatic steel mail armour of cold resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +21% cold +11% light +10% darkness A suit of armour made of mail. |
dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +18% fire A suit of armour made of mail. |
enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Psionic While equipped: Stats +5 Cun +6 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Mind.save +11 (+3 eff.) A suit of armour made of mail. |
cleansing dwarven-steel plate armour of natural resilience (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Disrupt While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +22% nature +25% blight D.Red.from +5% Unnatural A suit of armour made of metal plates. |
grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +6% temporal A belt that goes around your waist. |
Falugorath the Heatrain (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 fire ----- def ----- Defense +2 (+0 eff.) Resists +18% blight +3% fire +3% nature +9% darkness Max.HP +44.00 Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fulisandil the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Wil +2 Con dps ---------- Crit.mult +5.00% ----- def ----- Defense +2 (+0 eff.) Resists +3% blight +3% fire +5% arcane Spell.save +15 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vorevea the pair of hardened leather boots (0 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +11 Str +2 Dex +4 Con dps ---------- Crit.mult +15.00% Dmg.mod +20% physical ----- def ----- Armour +7 ---------- misc Size +1 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Wildwolf (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature +12% mind Res.pen +5% nature ----- def ----- Armour +3 Resists +12% mind +9% fire ---------- misc Stam/turn +0.60 Max.stam +22.00 A pair of boots made of leather. |
pair of hardened leather boots 'Cracklewoe' (10 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +4 Dex dps ---------- Phys.crit +3.0% Crit.mult +5.00% Phys.pwr +20 (+9 eff.) Dmg.mod +9% lightning ----- def ----- Armour +3 Defense +10 (+3 eff.) Resists +6% lightning Stealth +11 A pair of boots made of leather. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +23 Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Mov.spd +25% ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% 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. |
umbral dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 9 darkness Dmg.mod +5% darkness ----- def ----- Armour +2 Fatigue +3% Resists +5% darkness 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. |
grounding linen wizard hat of knowledge (1 def, 0 armour)2.0 T1 head armor [Ego+] Nature/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +7% lightning +6% temporal A pointy cloth hat, very wizardly... |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
stabilizing cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +7 Wil dps ---------- Spell.pwr +3 (+2 eff.) ----- def ----- Defense +2 (+0 eff.) Phys.save +7 (+3 eff.) A pointy cloth hat, very wizardly... |
rough leather cap 'Airgrit' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Res.pen +20% blight +15% lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Mana/s.crit +1.00 Max.vim +20.00 Breathe water A cap made of leather. |
rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
hardened leather cap 'Iverin' (0 def, 3 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.pwr +9 (+4 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Armour +3 Fatigue +3% ---------- misc Max.hate +8.00 Max.psi +50.00 A cap made of leather. |
Heatquick the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +4 Fatigue +4% Resists +3% light +3% fire Poison- +20% Disarm- +10% Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +6% lightning +8% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
4 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. |
9 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. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
262 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. |
alchemist's lamp 'Nerimina'1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Con ----- def ----- Defense +5 (+1 eff.) Resists +7% blight +6% light Phys.save +10 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Die.at -20.00 life HP.reg +7.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
dwarven-steel pickaxe 'Murkwilter' (dig speed 30 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature +3% arcane Res.pen +25% darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +13% nature +5% arcane +9% darkness 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 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. |
cleansing yew wand of shielding [power 248] (20 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Skirmy the Dwarf Skirmisher level 10
17th Dearth 122nd year of Ascendancy at 02:48 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Skirmy the Dwarf Skirmisher level 20
18th Loss 122nd year of Ascendancy at 18:04 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Skirmy the Dwarf Skirmisher level 6
19th Voratun 122nd year of Ascendancy at 06:48 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Skirmy the Dwarf Skirmisher level 20
7th Shortage 122nd year of Ascendancy at 06:06 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Skirmy the Dwarf Skirmisher level 15
8th Loss 122nd year of Ascendancy at 01:43 see stats
Log
Melee retaliation hits Ivirelrata the large white snake for 4 blight, (0 to psi shield), 0 nature, 3 light (8 total damage).
Talent Infusion: Regeneration is ready to use.
Talent Dig is ready to use.
Talent Hurricane Shot is ready to use.
Ivirelrata the large white snake uses Telekinetic Smash.
Skirmy instinctively hardens his skin and ignores the attack!
Skirmy repels an attack from Ivirelrata the large white snake.
Ivirelrata the large white snake misses Skirmy.
Skirmy uses Infusion: Regeneration.
Skirmy starts regenerating health quickly.
Giant fire ant spits flames!
Ivirelrata the large white snake's Beyond the Flesh performs a melee critical strike against Skirmy!
Ivirelrata the large white snake's Beyond the Flesh hits Skirmy for (24 flat reduction), 43 physical, (5 flat reduction), 0 nature, (3 flat reduction), 0 mind, 2 healing (43 total damage) [2 healing].
Melee retaliation hits Ivirelrata the large white snake for 5 blight, (0 to psi shield), 1 nature, 4 light (9 total damage).
Giant fire ant hits Skirmy for (6 flat reduction), 0 fire (0 total damage).
Ivirelrata the large white snake activates Kinetic Aura.
Skirmy instinctively hardens his skin and ignores the attack!
Skirmy repels an attack from Ivirelrata the large white snake.
Skirmy feels pain again.
Skirmy triggers a trap (Ivirelrata the large white snake's springrazor trap)!
Skirmy is entangled in razorwire!
Ivirelrata the large white snake's springrazor trap hits Skirmy for (24 flat reduction), 300 physical (300 total damage).
Giant fire ant spits flames!
Giant fire ant hits Skirmy for (8 flat reduction), 0 fire (0 total damage).
Ivirelrata the large white snake activates a prepared device.
Skirmy is dazed!
Ivirelrata the large white snake hits Skirmy for (24 flat reduction), 136 physical (136 total damage).
Skirmy the level 21 dwarf skirmisher was stabbed to death by Ivirelrata the large white snake on level 1 of The Maze.



















































































































