










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Harbinger 1.5.6 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Crystalist 1.5.6 Ashes of Urh'Rok 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines 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: Better Item Description 1.5.5This 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 Ignore Race/Class Locks 1.1.0Modifies 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.] Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.5.9Official 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 Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 28 / 3% |
| Size | medium |
| Lifes / Deaths | Killed by Glosethra the cutpurse at level 13 on the 18th Dusk 122nd year of Ascendancy at 17:11 0 / 7Killed by Elulaith the multi-hued drake hatchling at level 19 on the 37th Dusk 122nd year of Ascendancy at 06:19 Killed by Eilinira the bee swarm at level 19 on the 37th Dusk 122nd year of Ascendancy at 07:23 Killed by Poryssra the multi-hued drake hatchling at level 20 on the 40th Dusk 122nd year of Ascendancy at 05:17 Killed by fire drake hatchling at level 23 on the 73rd Dusk 122nd year of Ascendancy at 03:36 Killed by Cyrynn the snow giant at level 25 on the 74th Dusk 122nd year of Ascendancy at 13:46 Killed by Yvemithra the snow giant at level 28 on the 31st Regrowth 123rd year of Ascendancy at 11:08 |
Primary Stats
| Strength | 87 (base 55) |
| Dexterity | 47 (base 32) |
| Constitution | 44 (base 13) |
| Magic | 15 (base 10) |
| Willpower | 28 (base 12) |
| Cunning | 33 (base 28) |
Resources
| Life | -19/932 |
| Stamina | 122/265 |
| Psi | 118/118 |
| Healing Factor | 1.3883177570093 |
| Regeneration | 0.90240654205605 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 27.712164534463 |
| See Invisible | 27.712164534463 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 198 |
| Accuracy | 64 |
| Crit Chance | 74% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +5% |
| Light | +5% |
| Temporal | +5% |
| Physical | +36% |
| Lightning | +9% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 39.292304923968 (86.818181818182%) |
| Defense | 26 |
| Ranged Defense | 29 |
| Fatigue | 4 |
| Physical Save | 45 |
| Spell Save | 35 |
| Mental Save | 43 |
Defense: Resistances
| Nature | + 18%( 70%) |
| Acid | + 32%( 70%) |
| Darkness | + 15%( 70%) |
| Temporal | + 13%( 70%) |
| Cold | + 49%( 70%) |
| Lightning | + 21%( 70%) |
| Fire | + 30%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 51% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 51% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 411 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 7 turns. While Heroism is active, you will only die when reaching -392 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 108 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Technique / Combat veteran | 1.45 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Berserker Rage |
| detrimental effect | On death will restore to the source up to 2 times the vim's worth. Bleak Outcome |
| beneficial effect | Increases critical hit chance by 45%. Berserker Rage |
| detrimental effect | The target is poisoned and sick, doing 81.78 nature damage per turn. Each time it tries to use a talent there is 35% chance of failure. Crippling Poison |
| detrimental effect | The target is poisoned and sick, doing 30.76 nature damage per turn. All damage it does is reduced by 20%. Numbing Poison |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the repented thief from death by SEEKING THE NAME. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed pouch of faeros ash. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Iveyarin the pair of iron boots (6 def, 3 armour)3.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Con dps ---------- Spell.pwr +4 (+2 eff.) Acc +10 (+3 eff.) ----- def ----- Armour +3 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +2% HP.reg +0.40 Heal.mod +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Shockblast2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str dps ---------- Dmg.mod +9% lightning ----- def ----- Fatigue -4% Resists +6% lightning Max.HP +42.00 ---------- misc Light +2 Infravis +1 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 | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [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 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | hateful steel torque of kinetic psionic shield [power 45] (18 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 45 for 7 turns Puts all charms on 18 cooldown 100% to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Haneldil the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +9 Con ----- def ----- Fatigue -8% Resists +6% cold +9% nature +6% darkness Spell.save +12 (+6 eff.) ---------- misc Max.stam +16.00 Rings can have magical properties. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| Around waist | Polenn the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +7 Dex +2 Mag +8 Wil +5 Cun +4 Con ----- def ----- Crit.dmg- 5.00% Phys.save +10 (+3 eff.) Spell.save +12 (+6 eff.) Mind.save +15 (+5 eff.) ---------- misc Telepathy Dragon A belt that goes around your waist. |
| In main hand | Xissra the voratun greatmaul (180% power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Power 180% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +26 acid On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * splashes the target with acid While equipped: Stats +7 Str dps ---------- Dmg.mod +16% physical Acc +9 (+2 eff.) Melee Ret 8 arcane 8 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/ret +2.00 Massive two-handed mauls. |
| On hands | Sunpall the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +7 Str +5 Dex +2 Con dps ---------- Phys.pwr +14 (+3 eff.) ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +20.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Bethille (5 def, 10 armour)14.0 T5 heavy armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Melee+ 20 acid 21 fire Melee Ret 11 acid 11 fire ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +16% Resists +17% acid +15% fire +30% cold +3% temporal Mind.save +30 (+10 eff.) Max.HP +56.00 ---------- misc Max.hate +4.00 A suit of armour made of mail. |
| Cloak | Silaldaba the cashmere cloak (10 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Con dps ---------- Phys.crit +3.0% Acc +20 (+5 eff.) ----- def ----- Defense +10 (+5 eff.) Fatigue -5% Resists +7% acid +7% fire +7% cold +6% lightning Phys.save +9 (+3 eff.) Max.HP +50.00 ---------- misc Max.stam +23.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Relgudobers'0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Dex +3 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) S.pwr/crit +3 Dmg.mod +10% physical +5% temporal +5% darkness +5% light ----- def ----- Armour +6 Max.HP +10.00 ---------- misc Mana/turn +0.18 Max.mana +23.00 Masteries +0.15 Technique/Combat veteran Amulets can have magical properties. |
Inventory
healing infusion of the psychic (heal 103)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 103 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 469 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 469 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 ability. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 356 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 356 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 ability. Press to compare to your current inscriptions |
sun infusion of the titan (rad 6; power 44; turns 3; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 22). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 44) for 3 turns. 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 ability. |
wild infusion of the titan (resist 14%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 14% for 5 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 ability. Press to compare to your current inscriptions |
wild infusion of the wizard (resist 12%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 12% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the duelist (567% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 567% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 10; power 33; dur 4)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the wizard (75 cold damage; freeze 3 turns with power 30)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 74.97 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 30 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 337 for 4 turns)0.1 T2 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 337 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Uryrek the Lustresear0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Melee Ret 12 temporal On Hit (Melee): * 30% chance to blind ----- def ----- Blind- +22% ---------- misc Light +3 Infravis +3 See.Stealth +6 See.Invis +8 Rings can have magical properties. |
steel ring 'Beahek'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Melee Ret 16 acid ----- def ----- Resists +24% cold +6% light +5% arcane Spell.save +17 (+7 eff.) ---------- misc Max.stam +13.00 Rings can have magical properties. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Duvohad (111% power, 3 apr, cold element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Phasing +30% While equipped: dps ---------- Spell.crit +2% Spell.pwr +14 (+7 eff.) S.pwr/crit +4 Dmg.mod +9% blight +15% cold Melee Ret 8 blight ----- def ----- Resists +18% blight ---------- misc Mana/turn +0.08 Max.vim +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of projection (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+5 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 25.23 to 30.28 fire damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
earthen ash magestaff of projection (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +9 (+5 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Hardiness +4% Phys.save +5 (+2 eff.) ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 25.23 to 30.28 lightning damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
potent ash starstaff (118% power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 119% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+5 eff.) Dmg.mod +19% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash vilestaff (118% power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 119% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+5 eff.) Dmg.mod +19% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short ash magestaff of illumination (111% power, 3 apr, cold element)5.0 T2 staff 1H weapon Reqs Mag 16 [Ego] Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% cold On Hit (Melee): * 7% chance to blind ----- def ----- Defense +8 (+4 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 45.03 light damage. Staves designed for wielders of magic, by the greats of the art. |
short ash vilestaff of warding (111% power, 3 apr, fire element)5.0 T2 staff 1H weapon Reqs Mag 16 [Ego] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% fire ----- def ----- Armour +5 Defense +5 (+3 eff.) ---------- misc Wards +2 fire Talents +1 Command Staff +1 Ward Staves designed for wielders of magic, by the greats of the art. |
Chalegorn (122% power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Psionic Power 122% Range: 1.5x Uses 120% Str Dmg Mind Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +13 darkness Against +10% Living While equipped: Stats +1 Dex +6 Wil +5 Con ----- def ----- Resists +15% mind ---------- misc Telepathy Dragon Massive two-handed battleaxes. |
Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.6 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by a temporary damage shield there is 70% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Tirakai's Maul (139% power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 139% Range: 1.3x Uses 10% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 9 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Relgothel (117% power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Disrupt Power 117% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +4.5% Atk.spd 100% Phasing +10% While equipped: dps ---------- Dmg.mod +9% physical ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+5 eff.) Resists +12% acid +10% fire +12% cold +12% lightning Spell.save +9 (+5 eff.) HP.reg +0.40 ---------- misc Stam/turn +0.40 Massive two-handed swords. |
iron greatsword (108% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 108% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
steel greatsword 'Flashumbra' (142% power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 143% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +20 blight On Crit.r2 +8 blight While equipped: dps ---------- Dmg.mod +9% fire Res.pen +15% blight Melee Ret 16 blight On Hit (Melee): * 20% chance to disease Massive two-handed swords. |
Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 161% Range: 1.6x Uses 129% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
balanced dwarven-steel greatsword (148% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master Power 148% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +14 (+4 eff.) ----- def ----- Defense +12 (+6 eff.) Disarm- +35% Massive two-handed swords. |
hateful dwarven-steel greatsword of the mystic (144% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Psionic Power 145% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 darkness Against +14% Living While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +10 (+5 eff.) Massive two-handed swords. |
balanced steel longsword (107% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +26% Sharp, long, and deadly. |
dwarven-steel longsword of massacre (138% power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Master Power 139% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
Voravea the Blindquarry (104% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% darkness +6% fire Res.pen +10% darkness Acc +9 (+2 eff.) Melee Ret 16 fire ----- def ----- Defense +9 (+5 eff.) Resists +18% darkness +6% fire Disarm- +24% Blunt and deadly. |
Baryhell (108% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 40% chance to corrode armour by 30% While equipped: dps ---------- Phys.crit +8.0% Crit.mult +13.00% Res.pen +25% acid Apr +9 ----- def ----- Resists +6% mind +6% acid Blind- +5% Cut- +5% Stun/Frz- +10% One-handed war axes. |
Radhemnir the Glimmerbutcher (110% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Disrupt Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +4 light Against +12% Unnatural On Hit.r1 +16 lightning While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% light Melee Ret 16 lightning On Hit (Melee): * 30% chance to blind ----- def ----- Resists +3% lightning ---------- misc Light +1 One-handed war axes. |
Scumwinnow (138% power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 138% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +22 insidious poison On Hit: * 25% chance to put talents on cooldown While equipped: dps ---------- Dmg.mod +9% nature Acc +9 (+2 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +6 (+3 eff.) Resists +9% darkness +5% arcane Disarm- +20% One-handed war axes. |
Silent Blade (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 55% Dex, 35% Str Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
insidious steel dagger (101% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature Power 101% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +10 insidious poison Sharp, short and deadly. |
dwarven-steel dagger of massacre (127% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 127% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
yew longbow 'Dimwreck'4.0 T3 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 On Hit.r1 +2 fire On Crit.r2 +4 darkness On Hit: * 40% chance to inflict 15% damage reduction While equipped: Stats +11 Str +5 Mag dps ---------- Phys.pwr +23 (+5 eff.) Dmg.mod +3% fire +12% physical +8% temporal Res.pen +12% physical +12% temporal ---------- misc Reload +5 Masteries +0.15 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
Hellsjustice the steel shield (6 def, 2 armour, 40.5 block)7.0 T2 shield armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire Res.pen +10% mind Melee Ret 12 nature ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +13% blight +15% fire +12% nature Max.HP +63.00 ---------- misc Talents +2 Block Handheld deflection devices. |
icy dwarven-steel shield of lightning resistance (+15%) (8 def, 2 armour, 78 block)7.0 T3 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 7 cold Melee Ret 12 ice ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +15% lightning ---------- misc Talents +3 Block Handheld deflection devices. |
Arorelaith the woollen robe (9 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +4 Dex +3 Cun +4 Con dps ---------- Spell.crit +6% Crit.mult +6.00% Spell.pwr +7 (+4 eff.) Dmg.mod +6% light +8% darkness Melee Ret 12 physical ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+5 eff.) Phys.save +6 (+2 eff.) Heal.mod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betuminor the Offalpassion (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +14% cold +15% nature Res.pen +25% acid Melee Ret 8 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +21% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 (+6 eff.) Resists +15% acid +12% physical Phys.save +10 (+3 eff.) ---------- misc Masteries +0.20 Psionic/Crystalline attacks Send out a range 5 beam of kinetic energy, dealing 30.66 to 38.33 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
mindwoven woollen robe of fire (+19%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +13% fire ----- def ----- Resists +19% fire Mind.save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Voronn' (6 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +3 Mag dps ---------- Crit.mult +20.00% Dmg.mod +14% lightning ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +21% lightning +9% light +6% nature Phys.save +6 (+2 eff.) Confus- +5% Knockbk- +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hanoleg (2 def, 10 armour)9.0 T2 light armor [Rare] Psionic While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +7% Resists +7% mind Mind.save +55 (+18 eff.) Disarm- +10% Pinning- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of leather. |
spiked hardened leather armour of cold resistance (3 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Resists +18% cold A suit of armour made of leather. |
spiked hardened leather armour of resilience (3 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Max.HP +30.00 A suit of armour made of leather. |
Demonterror the steel mail armour (2 def, 13 armour)14.0 T2 heavy armor [Rare] Master While equipped: Stats +3 Mag dps ---------- Crit.mult +10.00% Dmg.mod +24% arcane Res.pen +25% darkness ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +8% Phys.save +9 (+3 eff.) ---------- misc Vim/s.crit +5.00 A suit of armour made of mail. |
impenetrable stralite mail armour (4 def, 20 armour)14.0 T4 heavy armor [Ego] Master While equipped: ----- def ----- Armour +20 Defense +4 (+2 eff.) Fatigue +16% A suit of armour made of mail. |
hardened leather belt 'Gleamdredge'1.0 T3 belt armor [Random Unique] Nature/Master While equipped: ----- def ----- Defense +11 (+6 eff.) Resists +2% physical +3% light +7% fire +3% nature +7% cold Stealth +8 Max.HP +39.00 Stun/Frz- +10% A belt that goes around your waist. |
hardened leather belt 'Lustrekarma'1.0 T3 belt armor [Rare] Nature While equipped: Stats +7 Con dps ---------- Phys.pwr +8 (+2 eff.) Mind.pwr +5 (+2 eff.) Res.pen +25% light ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Mind.save +7 (+3 eff.) Die.at -80.00 life ---------- misc Max.stam +15.00 A belt that goes around your waist. |
Firewilder the linen cloak (8 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Mag +1 Wil +2 Cun +5 Con dps ---------- Dmg.mod +6% fire ----- def ----- Defense +8 (+4 eff.) Phys.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Wil +1 Mag ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Furnaceparry the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +9 Lck +6 Dex dps ---------- Dmg.mod +3% fire ----- def ----- Armour +3 Fatigue +3% Resists +6% darkness +12% mind Crit.dmg- 15.00% Phys.save +9 (+3 eff.) Stealth +5 Poison- +10% Disarm- +5% A pair of boots made of leather. |
Adaritha the Arcgash (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% nature Res.pen +5% nature Acc +10 (+3 eff.) ----- def ----- Armour +1 Resists +3% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Umbrasteel (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Res.pen +15% arcane On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +1 Resists +9% darkness HP.reg +1.10 ---------- misc Stam/turn +0.60 Max.stam +12.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Flashraider' (0 def, 2 armour)1.0 T3 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 8 light 10 temporal Ranged+ 6 temporal Dmg.mod +7% light +5% temporal Res.pen +20% light Acc +14 (+4 eff.) Melee Ret 4 light On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +2 Resists +9% light +10% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (3 def, 4 armour)1.5 T3 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+4 eff.) ----- def ----- Armour +4 Defense +3 (+2 eff.) Spell.save +8 (+4 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Chargeviper the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% mind Res.pen +10% lightning ----- def ----- Defense +2 (+1 eff.) Resists +15% mind +9% lightning ---------- misc Equi/ret +1.60 Psi/ret +1.60 Hate/ret +1.40 A pointy cloth hat, very wizardly... |
Yvith the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Str +3 Wil +2 Cun dps ---------- Phys.pwr +6 (+1 eff.) Mind.pwr +3 (+1 eff.) Apr +3 ----- def ----- Armour +3 Fatigue +5% Die.at -40.00 life HP.reg +0.60 Heal.mod +10% ---------- misc Max.stam +5.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 3.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 14.32 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Secondary Damage Type: Nature + slow by 40% for 5 turns 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 Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
6 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 Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
4 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 Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
3 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 Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
3 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 Secondary Damage Type: Arcane + silence for 5 turns Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 Secondary Damage Type: Arcane + silence for 5 turns This crystal radiates the power of the Spellblaze itself. |
404 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. |
Zerorach the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +1 Cun dps ---------- Crit.mult +10.00% Mind.pwr +2 (+1 eff.) Melee Ret 12 mind ----- def ----- Heal/summ +10 ---------- misc Equi/ret +0.04 Max.hate +2.00 Light +4 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 +2 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. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. |
Stokekill the steel torque of thermal psionic shield [power 59] (18 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% fire Res.pen +25% fire Melee Ret 12 temporal ----- def ----- Resists +15% fire Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 59 for 7 turns Puts all charms on 18 cooldown 100% to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By SEEKING THE NAME the Cornac Berserker level 9
4th Dusk 122nd year of Ascendancy at 08:21 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By SEEKING THE NAME the Cornac Berserker level 26
76th Dusk 122nd year of Ascendancy at 08:09 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By SEEKING THE NAME the Cornac Berserker level 25
75th Dusk 122nd year of Ascendancy at 05:11 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By SEEKING THE NAME the Cornac Berserker level 27
30th Regrowth 123rd year of Ascendancy at 14:19 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By SEEKING THE NAME the Cornac Berserker level 10
11st Dusk 122nd year of Ascendancy at 22:44 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By SEEKING THE NAME the Cornac Berserker level 20
37th Dusk 122nd year of Ascendancy at 16:23 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By SEEKING THE NAME the Cornac Berserker level 26
1st Decay 122nd year of Ascendancy at 14:35 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By SEEKING THE NAME the Cornac Berserker level 19
37th Dusk 122nd year of Ascendancy at 07:52 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By SEEKING THE NAME the Cornac Berserker level 23
73rd Dusk 122nd year of Ascendancy at 03:31 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By SEEKING THE NAME the Cornac Berserker level 5
3rd Flare 122nd year of Ascendancy at 11:04 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By SEEKING THE NAME the Cornac Berserker level 20
41st Dusk 122nd year of Ascendancy at 03:45 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By SEEKING THE NAME the Cornac Berserker level 25
74th Dusk 122nd year of Ascendancy at 06:20 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By SEEKING THE NAME the Cornac Berserker level 16
27th Dusk 122nd year of Ascendancy at 19:54 see stats
Log
Numbing Poison from Yvemithra the snow giant hits SEEKING THE NAME for (22 refused), 0 nature (0 total damage).
Yvemithra the snow giant repels an attack from SEEKING THE NAME.
SEEKING THE NAME is unstoppable!
Venomous Ammunition hits SEEKING THE NAME for (22 refused), 0 nature (0 total damage).
Yvemithra the snow giant's Intuitive Shots hits SEEKING THE NAME for (47 refused), 0 physical, (7 refused), 0 light (0 total damage).
Yvemithra the snow giant uses Explosive Shot.
SEEKING THE NAME feels pain again.
SEEKING THE NAME no longer revels in blood quite so much.
Talent Infusion: Healing is ready to use.
SEEKING THE NAME is unstoppable!
Yvemithra the snow giant's Explosive Shot hits SEEKING THE NAME for (110 refused), 0 nature, (7 refused), 0 light (0 total damage).
Venomous Ammunition hits SEEKING THE NAME for (22 refused), 0 nature (0 total damage).
Numbing Poison from Yvemithra the snow giant hits SEEKING THE NAME for (22 refused), 0 nature (0 total damage).
SEEKING THE NAME receives 195 healing from Unstoppable.
SEEKING THE NAME uses Infusion: Healing.
SEEKING THE NAME is no longer poisoned.
SEEKING THE NAME receives 150 healing from Infusion: Healing.
SEEKING THE NAME uses Execution.
Yvemithra the snow giant repels an attack from SEEKING THE NAME.
SEEKING THE NAME is poisoned!
Venomous Ammunition hits SEEKING THE NAME for 25 nature damage.
Yvemithra the snow giant's Intuitive Shots hits SEEKING THE NAME for 58 physical, 7 light (65 total damage).
SEEKING THE NAME is poisoned!
Yvemithra the snow giant's crippling poison area effect hits SEEKING THE NAME for 67 nature damage.
SEEKING THE NAME leeches life from Yvemithra the snow giant!
Yvemithra the snow giant hits SEEKING THE NAME for 6 physical, 3 cold, 3 healing (9 total damage) [3 healing].
SEEKING THE NAME hits Yvemithra the snow giant for 8 acid, 6 temporal, 6 fire, 6 arcane (25 total damage).
Saving game...










































































































