










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| Addons | Revamped Anorithil 1.5.5 Items Vault 1.5.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Harbinger 1.5.5 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Zephyr 1.5.8 Revised Alchemist 1.5.5Alch revision description : Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system, with some other quality of life changes. Idea is to make mana the limiting factor of alchemists, Overall : Alchemist : Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which is a bomb explosion compressed to a single tile. Range scales with talent level. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : New tree : Stone Alchemy : Changelog: 0.9.1 0.9.0 0.8.9 0.8.8 0.8.6 0.8.4: 0.8.3 0.8.2: 0.8.1: 0.8.0- 0.7.1 0.7.0 - 0.6.0- New locked tree : Jewelcraft. A tree that enables an arcane damage throw bomb infusion and a powerful flat damage reduction ability that is further improved by other abilities in the tree. "Aether Infusion" 0.5.0 - Full Changes Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : Stone Alchemy : Warning : Still needs balancing 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 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:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) Store Restocker 1.5.5Embers 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:
Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Random Adventurer 1.5.5Adds the Random Adventurer class. Changelog1.0.0: |
| Campaign | Infinite |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Zephyr |
| Level / Exp | 21 / 10% |
| Size | big |
| Lifes / Deaths | Killed by worm that walks at level 21 on the 4th Dusk 122nd year of Ascendancy at 11:01 / 1 |
Primary Stats
| Strength | 23 (base 11) |
| Dexterity | 62 (base 42) |
| Constitution | 18 (base 10) |
| Magic | 53 (base 48) |
| Willpower | 18 (base 11) |
| Cunning | 14 (base 10) |
Resources
| Life | -96/431 |
| Mana | 56/250 |
| Healing Factor | 0.383829787234 |
| Regeneration | 3.0514468085103 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25.85179503776% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 41 |
| Crit Chance | 9% |
| APR | 7 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +10% |
| Lightning | +25% |
| Cold | +15% |
| Temporal | +10% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 17 (57.811550151976%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 31 |
| Mental Save | 33 |
Defense: Resistances
| Blight | -13%( 70%) |
| Arcane | -12%( 70%) |
| Cold | + 28%( 70%) |
| All | -20%( 70%) |
| Lightning | + 27%( 75%) |
| Temporal | -25%( 70%) |
| Mind | -13%( 70%) |
| Physical | + 3%( 70%) |
| Fire | -7%( 70%) |
| Nature | -8%( 70%) |
Defense: Immunities
| Stun Resistance | 46% |
| Confusion Resistance | 22% |
| Pinning Resistance | 73% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| 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 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 358 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 672% for 10 turns and instantly restoring 34 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Meta | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air archery | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Spell / Swiftness | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Static Shield |
| talent | Feather Wind |
| beneficial effect | The mana surge engulfs the target, regenerating 11.83 mana per turn. Surging mana |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | Zone-wide effect: +10% temporal damage, -10% temporal resistance, -10% spell save, -20% pinning immunity. Impossible geometries |
| detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 33.18 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 94.20 blight damage and spawn a carrion worm mass. |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is infected by a disease, doing 45.84 blight damage per turn and reducing healing received by 80%. EpidemicEach non-disease blight damage done to it will spread the disease. |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 9)You completed the challenge and received: +1 Generic Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 8)You completed the challenge and received: Random Artifact: Undeathbutcher (77% power, 12 apr, mind damage) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 14)You completed the challenge and received: Random Artifact: Nenaristir (3 def, 0 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 3)You completed the challenge and received: +1 Class Point and +3 Stat Points | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Masteries +0.20 Wild-gift/Blizzard A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | deadly quiver of ash arrows of daylight (19/19, 139% power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane/Master Power 139% Range: 1.4x Uses 50% Mag, 70% Dex Dmg Physical Mastery Air Archer Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 19 Ranged+ +11 light Against +9% Undead Arrows are used with bows to pierce your foes to death. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | 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 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Zeryromikan the yew totem of cure ailments [power 2] (10 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +3 Con ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.12 Infravis +1 Telepathy Demon/Minor Demon/Major Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) Confus- +22% Rings can have magical properties. |
| On fingers | psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings can have magical properties. |
| Around waist | grounding rough leather belt of the giants1.0 T1 belt armor [Ego] Nature/Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +5% lightning +6% temporal Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | Rhasantir4.0 T2 longbow 2H weapon [Random Unique] Arcane/Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Air Archer Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +14 lightning On Hit.r1 +2 blight On Hit: * 40% chance to disease While equipped: Stats +2 Str dps ---------- Phys.crit +5.0% Phys.pwr +8 (+2 eff.) Dmg.mod +15% lightning Acc +9 (+3 eff.) ----- def ----- Resists +6% blight Longbows are used to shoot arrows at your foes. |
| On hands | Storm Bringer's Gauntlets (0 def, 3 armour)1.5 T3 hands armor [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +15% lightning Res.Cap +5% lightning Chain Lightning: Level 3.9 Pwr.cost 16 out of 16/16. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 46.74 to 140.23 damage and forking to another target. It can hit up to 7 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | Eilinylera the cured leather armour (5 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Psionic While equipped: ----- def ----- Armour +4 Defense +5 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +7% Resists +6% mind +9% cold Mind.save +12 (+6 eff.) Max.HP +35.00 HP.reg +7.70 Heal.mod +12% Blind- +10% ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
| Cloak | linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+0 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | insulating copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +11% cold +11% fire Amulets can have magical properties. |
Inventory
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 72)0.1 T1 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 instantly heal yourself for 72 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. |
movement infusion of the psychic (356% speed; 4 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 356% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
regeneration infusion of the sneak (heal 116 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 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 116 life over 5 turns. 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 ability. |
wild infusion of the wizard (resist 21%; cure mental)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 mental effect and reduce all damage taken by 21% for 4 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. |
biting gale rune of the warrior (66 cold damage; freeze 3 turns with power 34)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 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 66.24 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 34 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the duelist (power 13 for 5 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 13) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. |
phase door rune (range 7; power 19; dur 4)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 9; power 28; dur 5)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. 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. |
shielding rune of the warrior (absorb 126 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 20 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 126 damage for 4 turns. Its effects scale with your Strength 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 warrior (absorb 180 for 3 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 180 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 65)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 65 with a minimum range of 15. 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. |
cleansing steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +12% nature +13% blight Heal.mod +15% Poison- +22% Disease- +28% Cut- +40% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 119 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
insulating steel amulet of constitution (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +10% cold +11% fire Amulets can have magical properties. |
stralite amulet of soulsearing0.1 T4 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Crit.mult +12.00% Spell.pwr +7 (+4 eff.) Dmg.mod +7% blight +8% fire Amulets can have magical properties. |
gold ring of the mind (+10%)0.1 T3 ring jewelry [Ego] Psionic While equipped: dps ---------- Dmg.mod +10% mind ----- def ----- Resists +10% mind Rings can have magical properties. |
balanced steel battleaxe of massacre (131% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master Power 131% Range: 1.5x Uses 120% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +9 (+2 eff.) Disarm- +31% Massive two-handed battleaxes. |
slime-covered stralite battleaxe of massacre (162% power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego] Disrupt/Master Power 162% Range: 1.5x Uses 120% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% On Hit: * Slows global speed by 13% Massive two-handed battleaxes. |
steel battleaxe (118% power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 118% Range: 1.5x Uses 120% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
insidious steel dagger (101% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature Power 101% Range: 1.3x Uses 45% Mag, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +15 insidious poison Sharp, short and deadly. |
steel dagger of vileness (103% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 104% Range: 1.3x Uses 45% Mag, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 blight On Hit: * 7% chance to disease Sharp, short and deadly. |
Dream Malleus (168% power, 5 apr)5.0 T4 greatmaul 2H weapon Reqs Wil 25,Str 25 [Unique] Arcane/Master/Psionic Power 168% Range: 1.5x Uses 70% Wil, 70% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Melee+ +7 lightning +17 mind On Hit: * 14% chance to cause random gloom * 25% chance for lightning to arc to a second target * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +5% Mind.pwr +15 (+8 eff.) S.pwr/crit +8 Dmg.mod +10% physical +10% mind +18% arcane ---------- misc Psi/turn +0.10 Talents +3 Hammer Toss +3 Dream Smith's Hammer Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
arcing dwarven-steel greatmaul of daylight (150% power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane Power 150% Range: 1.5x Uses 120% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +7 light +12 lightning Against +10% Undead On Hit: * 25% chance for lightning to arc to a second target Massive two-handed mauls. |
Colaryem (159% power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 130% Mag Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
acidic dwarven-steel greatsword of massacre (157% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane/Master Power 157% Range: 1.6x Uses 120% Mag Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 acid On Crit: * splashes the target with acid Massive two-handed swords. |
balanced stralite greatsword of paradox (158% power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego] Arcane/Master Power 159% Range: 1.6x Uses 120% Mag Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +10 temporal While equipped: dps ---------- Acc +7 (+2 eff.) Melee Ret 10 temporal ----- def ----- Defense +7 (+1 eff.) Resists +7% temporal Disarm- +32% Massive two-handed swords. |
Gunydrantir4.0 T2 longbow 2H weapon [Random Unique] Nature/Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Air Archer Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: Stats +3 Con dps ---------- Dmg.mod +27% physical Res.pen +28% physical Acc +2 (+0 eff.) ----- def ----- Resists +3% mind +3% acid Blind- +10% Teleport- +10% ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 80 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
mighty elm longbow4.0 T1 longbow 2H weapon [Ego] Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Air Archer Acc+ +0.2% crit / acc Atk.spd 125% Range +6 While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
steel longsword (112% power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 112% Range: 1.4x Uses 100% Mag Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
dwarven-steel mace of projection (133% power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Psionic Power 134% Range: 1.4x Uses 100% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Blunt and deadly. |
Eye of the Wyrm (113% power, 24 apr, physical damage)3.0 T4 mindstar 1H weapon Reqs Wil 45 [Unique] Nature The natural wyrm seeks an element. Power 113% Range: 1.1x Uses 40% Wil, 10% Cun, 20% Mag Dmg Physical Mastery Psiblades Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 18% acid 18% cold 18% lightning 18% fire While equipped: dps ---------- Phys.crit +4.0% Mind.crit +4% Phys.pwr +8 (+2 eff.) Mind.pwr +8 (+5 eff.) Dmg.mod +8% lightning +8% physical +8% cold +8% acid +8% fire ----- def ----- Resists +8% acid +8% physical +8% cold +8% lightning +8% fire ---------- misc Masteries +0.10 Wild-gift/Venom drake aspect +0.10 Wild-gift/Cold drake aspect +0.10 Wild-gift/Fire drake aspect +0.10 Wild-gift/Storm drake aspect +0.10 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Lightning Breath: Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe lightning in a frontal cone of radius 8. Any target caught in the area will take 63.36 to 190.09 lightning damage, and have a 27% chance to be dazed for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Daze chance is based on your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
blooming thorny mindstar of the jelly (96% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 96% Range: 1.1x Uses 40% Wil, 0% Mag, 20% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+4 eff.) Dmg.mod +4% acid ----- def ----- Heal.mod +10% Heal/summ +19 ---------- misc Equi/ret +0.50 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. |
gifted mossy mindstar (72% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 72% Range: 1.1x Uses 30% Wil, 0% Mag, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+3 eff.) 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. |
gifted vined mindstar (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 85% Range: 1.1x Uses 35% Wil, 0% Mag, 15% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+4 eff.) 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 the jelly (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 85% Range: 1.1x Uses 35% Wil, 0% Mag, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+3 eff.) Dmg.mod +4% acid ---------- misc Equi/ret +0.90 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. |
hardened leather sling of nature4.0 T3 sling 1H weapon [Ego+] Nature Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Ranged+ +7 nature While equipped: dps ---------- Res.pen +7% nature ----- def ----- Resists +3% all Slings are used to hurl stones or metal shots at your foes. |
mighty hardened leather sling of acid4.0 T3 sling 1H weapon [Ego] Arcane/Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Ranged+ +10 acid While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +8% acid Slings are used to hurl stones or metal shots at your foes. |
Polimikira the Rotmortal (111% power, 3 apr, light element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master 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% On Crit.r2 +4 nature While equipped: dps ---------- Phys.crit +7.0% Spell.crit +8% Crit.mult +11.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% light ----- def ----- Armour +7 Defense +7 (+1 eff.) Resists +3% blight Silence- +10% Confus- +5% ---------- misc Wards +3 light Talents +1 Command Staff +2 Ward Staves designed for wielders of magic, by the greats of the art. |
Veluba the Stormspitter (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Rare] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% lightning Res.pen +5% lightning On Hit (Melee): * 6% chance to blind ----- def ----- Defense +5 (+1 eff.) Resists +6% lightning Confus- +10% Pinning- +15% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 58.87 light damage. Staves designed for wielders of magic, by the greats of the art. |
blighted yew vilestaff (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% darkness On Hit (Melee): * 7% chance to disease ---------- misc Vim/s.crit +2.00 Max.vim +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater ash magestaff (111% power, 3 apr, cold element)5.0 T2 staff 2H weapon [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 +2% Spell.pwr +10 (+5 eff.) Dmg.mod +15% lightning +15% cold +15% arcane +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew magestaff (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego+] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +3% Spell.pwr +13 (+6 eff.) Dmg.mod +20% arcane ----- def ----- HP.reg +0.80 Heal.mod +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew vilestaff of illumination (127% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego] Arcane/Nature Power 127% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +11 (+5 eff.) Dmg.mod +24% fire On Hit (Melee): * 5% chance to blind ----- def ----- Defense +5 (+1 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 58.87 light damage. Staves designed for wielders of magic, by the greats of the art. |
grounding hardened leather belt of resilience1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +7% lightning +7% temporal Max.HP +31.00 A belt that goes around your waist. |
insulating rough leather belt of transcendence1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +2 (+2 eff.) ----- def ----- Resists +6% cold +6% fire Phys.save +6 (+3 eff.) A belt that goes around your waist. |
Nenaristir (3 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +1 Cun +2 Con dps ---------- Dmg.mod +7% nature +12% acid ----- def ----- Defense +3 (+0 eff.) Rng.Def +3 (+1 eff.) Resists +18% acid +3% temporal +3% nature Phys.save +3 (+1 eff.) Die.at -20.00 life Blind- +5% Poison- +32% Disease- +34% Cut- +5% Stun/Frz- +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering woollen robe of light (+19%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% arcane +13% light ----- def ----- Resists +19% light ---------- misc Max.mana +24.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of evasion (10 def, 3 armour)3.0 T1 feet armor [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +10 (+2 eff.) Fatigue +2% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Glorada' (11 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Defense +11 (+2 eff.) Rng.Def +11 (+3 eff.) Fatigue +1% Resists +5% arcane +6% blight Disarm- +30% A pair of boots made of leather. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 T3 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane Acc +7 (+2 eff.) ----- def ----- Armour +2 Phys.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +24% Metal gloves protecting the hands up to the middle of the lower arm. |
clarifying linen wizard hat of earthrunes (1 def, 1 armour)2.0 T1 head armor [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +1 Con ----- def ----- Armour +1 Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) Stone Wall: Puts all charms on 80 cooldown Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 75.94 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
hardened leather cap of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +4 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
insulating dwarven-steel helm of strength (+3) (0 def, 4 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +4 Fatigue +4% Resists +7% cold +5% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's hardened leather cap of the depths (0 def, 5 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +3% Resists +7% cold ---------- misc Infravis +1 Breathe water A cap made of leather. |
stabilizing dwarven-steel helm of strength (+2) (0 def, 4 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Fatigue +4% Phys.save +14 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
starseer's linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +4% physical +5% temporal +4% darkness +4% light ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
dwarven-steel mail armour of implacability (3 def, 13 armour)14.0 T3 heavy armor Reqs Str 28 [Ego+] Master While equipped: ----- def ----- Armour +13 Defense +3 (+0 eff.) Fatigue +11% Phys.save +7 (+3 eff.) A suit of armour made of mail. |
impenetrable steel mail armour of clarity (2 def, 15 armour)14.0 T2 heavy armor [Ego] Master/Psionic While equipped: ----- def ----- Armour +15 Defense +2 (+0 eff.) Fatigue +14% Resists +6% mind Mind.save +12 (+6 eff.) A suit of armour made of mail. |
steel mail armour of cold resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +14% Resists +17% cold A suit of armour made of mail. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
cured leather armour (2 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% A suit of armour made of leather. |
rough leather armour of Eyal (1 def, 2 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Max.HP +45.00 HP.reg +1.00 Heal.mod +12% A suit of armour made of leather. |
fortifying stralite plate armour (7 def, 13 armour)17.0 T4 massive armor Reqs Str 48 Heavy Armour Training 3 [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +13 Defense +7 (+1 eff.) Fatigue +26% Max.HP +38.00 A suit of armour made of metal plates. |
dwarven-steel shield (8 def, 2 armour, 79 block)7.0 T3 shield armor Reqs Str 24 Heavy Armour Training 2 [Normal] While equipped: ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Handheld deflection devices. |
shocking dwarven-steel shield (8 def, 2 armour, 79.5 block)7.0 T3 shield armor Reqs Str 24 Heavy Armour Training 2 [Ego] Nature While equipped: dps ---------- Melee+ 7 lightning Melee Ret 12 lightning ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Handheld deflection devices. |
steel shield of resilience (6 def, 2 armour, 40.5 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +6 (+1 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Max.HP +51.00 ---------- misc Talents +2 Block Handheld deflection devices. |
stralite shield of radiance (10 def, 2 armour, 136 block)7.0 T4 shield armor Reqs Str 35 Heavy Armour Training 2 [Ego+] Arcane While equipped: Stats +3 Con +2 Mag dps ---------- On Melee Ret: * 10% chance to blind ----- def ----- Armour +2 Defense +10 (+2 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% Resists +12% light ---------- misc Talents +4 Block Handheld deflection devices. |
blazing quiver of yew arrows of daylight (21/21, 140% power, 10 apr)3.0 T3 arrow ammo [Ego] Arcane/Nature Power 141% Range: 1.4x Uses 50% Mag, 70% Dex Dmg Physical Mastery Air Archer Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 21 Ranged+ +8 light +12 fire Against +11% Undead On Crit.r2 +9 fire Arrows are used with bows to pierce your foes to death. |
flaming quiver of yew arrows of daylight (23/23, 142% power, 10 apr)3.0 T3 arrow ammo [Ego] Arcane Power 142% Range: 1.4x Uses 50% Mag, 70% Dex Dmg Physical Mastery Air Archer Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 23 Ranged+ +9 light Against +15% Undead On Hit.r1 +18 fire Arrows are used with bows to pierce your foes to death. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 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 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
pouch of stralite shots of erosion (21/21, 155% power, 5 apr)3.0 T4 shot ammo [Ego] Nature Power 155% Range: 1.2x Uses 50% Cun, 0% Mag, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 21 Ranged+ +9 nature +9 temporal Shots are used with slings to pummel your foes to death. |
ash totem of thorny skin [power 29] (20 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged ash totem of thorny skin [power 34] (24 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 34 and armour hardiness by 40% Puts all charms on 24 cooldown Natural totems are made by powerful wilders to store nature power. |
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 Gems can be sold for money or used in arcane rituals. |
defiled yew wand of trap destruction [power 54] (15 cooldown)2.0 T3 wand charm [Ego] Arcane While equipped: ---------- misc Max.vim +7.00 Disarm traps (54 bonus disarm power, based on Magic) along a range 3 line Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
alchemist citrine0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
6 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. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Infinite x10 (Roguelike)
Got to level 10 of the infinite dungeon.By Zanudetir the Higher Zephyr level 11
10th Mirth 122nd year of Ascendancy at 20:09 see stats
Level 10 (Roguelike)
Got a character to level 10.By Zanudetir the Higher Zephyr level 10
7th Mirth 122nd year of Ascendancy at 06:45 see stats
Level 20 (Roguelike)
Got a character to level 20.By Zanudetir the Higher Zephyr level 20
3rd Dusk 122nd year of Ascendancy at 13:27 see stats
Log
--------------------------------
Worm Rot from Worm that walks hits Zanudetir for (43 to static shield), 1 blight, (21 to static shield), 0 acid (1 total damage).
--------------------------------
Talent Infusion: Wild is ready to use.
Worm Rot from Worm that walks hits Zanudetir for (29 to static shield), 16 blight, (21 to static shield), 19 acid (35 total damage).
Worm that walks HEALS from blight damage!
Carrion worm mass's wormblight area effect hits Worm that walks for 0 blight, 2 healing (0 total damage) [2 healing].
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The shield around minotaur crumbles.
Worm Rot from Worm that walks hits Zanudetir for (33 to static shield), 4 blight, (21 to static shield), 12 acid (17 total damage).
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Worm that walks casts Epidemic.
Zanudetir is afflicted by an epidemic!
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Worm Rot from Worm that walks hits Zanudetir for (30 to static shield), 0 blight, (21 to static shield), 19 acid (19 total damage).
Epidemic from Worm that walks hits Zanudetir for (21 to static shield), 41 blight (41 total damage).
Worm that walks uses Blindside.
Worm that walks misses Zanudetir.
Worm that walks misses Zanudetir.
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Zanudetir uses Infusion: Wild.
Zanudetir lessens the pain.
Zanudetir feels pain again.
Saving game...





































































































