










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality 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 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Arcane Blade |
| Level / Exp | 26 / 15% |
| Size | medium |
| Lifes / Deaths | Killed by Glokira the elven cultist at level 26 on the 57th Pyre 123rd year of Ascendancy at 21:50 / 1 |
Primary Stats
| Strength | 29 (base 13) |
| Dexterity | 63 (base 46) |
| Constitution | 13 (base 10) |
| Magic | 83 (base 55) |
| Willpower | 24 (base 10) |
| Cunning | 32 (base 13) |
Resources
| Life | -411/753 |
| Mana | 227/320 |
| Stamina | 170/210 |
| Steam | 100/100 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 2.3137566775459 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -6.6613381477509E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 27.300317620788 |
| See Invisible | 27.300317620788 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 54 |
| Crit Chance | 20% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +12% |
| Physical | +23% |
| Cold | +10% |
| All | 0% |
| Lightning | +71% |
| Darkness | +4% |
| Mind | +18% |
| Fire | +15% |
| Nature | +3% |
Offense: Damage Penetration
| Lightning | +50% |
| Blight | +35% |
| Acid | +30% |
| Mind | +30% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 19 (38.594633868923%) |
| Defense | 67 |
| Ranged Defense | 67 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 47 |
| Mental Save | 39 |
Defense: Resistances
| Blight | + 23%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 21%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 36%( 70%) |
| Light | + 14%( 70%) |
| Mind | + 29%( 70%) |
| Fire | + 49%( 70%) |
| Lightning | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 70% |
| Poison Resistance | 40% |
| Blind Resistance | 20% |
| Disarm Resistance | 100% |
| Teleport Resistance | 100% |
| Silence Resistance | 30% |
| Pinning Resistance | 39% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 38% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 239 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 292 damage for 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 529% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Air | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 3/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bear paw. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed honey tree root. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed vial of wight ectoplasm. | 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 within3 lumberjacks have died. | 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 | Belurek (0 def, 6 armour) 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +6 Fatigue +3% Resistance +6% light +6% blight +8% fire +5% arcane +7% cold Crit Resistance 5.00% Physical save +9 (+5 eff.) Life +60.00 Pinning Resist +15% Knockbk Resist +15% Teleport Resist +100% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Porylaith the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +2 Wil offense ------ Physical Crit +3.0% Ignore resists +5% mind defense ------ Unlife -60.00 life Life +54.00 other ------- Max psi +40.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Scorchwrecker (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +14% lightning +18% mind Ignore resists +5% acid On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 defense ------ Defense +2 (+0 eff.) Resistance +21% lightning +12% fire +12% mind Silence Resist +30% A pointy cloth hat, very wizardly... |
| Tool | Ulilach the elven-wood wand of conjuration [power 340] (11/13 cooldown)2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: defense ------ Resistance +12% darkness Mind save +12 (+4 eff.) Unlife -80.00 life Life +80.00 Blind Resist +20% Teleport Resist +10% Fire a magical bolt dealing 581 lightning damage Puts all charms on 13 turn cooldown 100% to increase the duration of 3 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +12 (+4 eff.) Ignore Armor +10 defense ------ Defense +12 (+3 eff.) Stun Resist +30% Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Chaluresta the Strikerip0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +4 Wil +7 Cun offense ------ Spellpower +7 (+2 eff.) Mindpower +7 (+3 eff.) Damage +3% nature +6% lightning defense ------ Resistance +12% lightning Life +24.00 Disarm Resist +25% Pinning Resist +24% Knockbk Resist +23% Rings make your fingers look great! |
| Around waist | Tempestmonster1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +9% lightning defense ------ Defense +10 (+2 eff.) Resistance +5% arcane +18% fire Life +74.00 Poison Resist +20% A belt that goes around your waist. |
| In main hand | yew magestaff 'Durilarek' (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Mag offense ------ Spell Crit +11% Mind Crit +2% Critical power +13.00% Spellpower +9 (+3 eff.) Damage +20% lightning +15% physical defense ------ Crit Resistance 15.00% Mind save +6 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | iron gauntlets 'Singecrack' (0 def, 1 armour) 1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ Critical power +10.00% On-Hit 6 darkness Damage +4% darkness +15% fire When Hit 2 mind defense ------ Armor +1 Fatigue +1% Resistance +6% darkness Unlife -80.00 life Disarm Resist +90% other ------- Stamina/turn +2.00 Talents +4 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Yvasetta the woollen robe (0 def, 12 armour) 2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Str +2 Dex +5 Mag +5 Wil offense ------ Damage +22% lightning +8% physical +12% blight +10% cold Ignore resists +10% blight When Hit 30 physical defense ------ Armor +12 Fatigue +1% Resistance +28% lightning +12% darkness +6% cold +10% mind +9% all Physical save +14 (+7 eff.) Spell save +11 (+3 eff.) Mind save +22 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Zerytir' (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Dex +3 Con defense ------ Defense +2 (+0 eff.) Resistance +9% blight +6% fire +5% arcane +24% lightning Spell save +15 (+5 eff.) Unlife -60.00 life Poison Resist +20% Stun Resist +40% other ------- Stamina/turn +0.90 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Skyblood the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Ignore resists +25% lightning When Hit 6 darkness defense ------ Fatigue -5% Spell save +18 (+6 eff.) Life Regen +2.00 Amulets make your neck look great! |
Inventory
movement infusion of the sneak (speed 496%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 496% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 22%; mental; dur 4; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Fatal Attractor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+3 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Layytta the Rimereek0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Cun +8 Con offense ------ Move Speed +10% Damage +9% nature Ignore resists +10% cold defense ------ Fatigue -5% Resistance +6% cold Physical save +12 (+6 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Life Regen +2.00 other ------- Stamina/turn +0.70 Amulets make your neck look great! |
copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
Aerissra the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: defense ------ Resistance +3% blight +12% temporal Mind save +3 (+1 eff.) Life +24.00 Disarm Resist +21% Pinning Resist +24% Stun Resist +10% Knockbk Resist +23% Rings make your fingers look great! |
Elenyrakor the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Physical Crit +3.0% Ignore resists +10% physical defense ------ Defense +20 (+5 eff.) Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +10 (+4 eff.) Ignore Armor +12 defense ------ Defense +10 (+2 eff.) Stun Resist +30% Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
mule's stralite ring of misery0.1 Encumbrance T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Cun offense ------ On-Hit 20 physical On-Ranged-Hit 16 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 19 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 19 defense ------ Fatigue -7% other ------- Encumbrance +28 Hate-on-crit +2.00 Max hate +9.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 4.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Phoenixward the stralite battleaxe (65-98 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon Reqs Str 35 [Rare] Master Weapon Damage 65.0 - 97.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +20 blight On-Hit, radius 1 +12 blight While equipped: Stats +5 Str +3 Mag +3 Con offense ------ Damage +9% fire other ------- Light +3 Massive two-handed battleaxes. |
dwarven-steel battleaxe of enduring (34-50 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Nature Weapon Damage 33.5 - 50.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +14 Con +12 Wil defense ------ Life +14.00 Massive two-handed battleaxes. |
truestriking stralite battleaxe of massacre (57-86 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon Reqs Str 35 [Ego+] Master Weapon Damage 57.0 - 85.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% While equipped: offense ------ Ignore resists +13% physical Accuracy +7 (+3 eff.) Ignore Armor +13 Massive two-handed battleaxes. |
slime-covered stralite dagger of dampening (28-37 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego] Disrupt Weapon Damage 28.5 - 37.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * 5% chance to slow global speed by 45% While equipped: defense ------ Resistance +7% acid +10% lightning +7% cold +11% fire +6% all Spell save +9 (+3 eff.) Sharp, short and deadly. |
arcing stralite greatsword of massacre (66-106 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego] Arcane/Master Weapon Damage 66.0 - 105.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 93 damage Massive two-handed swords. |
balanced dwarven-steel greatsword of erosion (35-56 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego] Nature/Master Weapon Damage 35.0 - 56.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +14 nature While equipped: offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +10 (+2 eff.) Disarm Resist +41% Massive two-handed swords. |
plaguebringer's stralite longsword of massacre (41-57 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Ego+] Arcane/Master Weapon Damage 41.0 - 57.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +11 blight On Hit: 20% Epidemic level 4 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 27 While equipped: defense ------ Disease Resist +19% Sharp, long, and deadly. |
Eluwen (36-50 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon Reqs Str 35 [Random Unique] Arcane/Master Weapon Damage 35.5 - 49.7 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Critical: * Wound the target dealing 89 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +7 Str +5 Dex +7 Mag +6 Wil offense ------ Physical Crit +13.0% Physical Power +12 (+6 eff.) Spellpower +9 (+3 eff.) Combat Speed +10% Accuracy +16 (+6 eff.) Ignore Armor +2 other ------- Max stamina +30.00 Blunt and deadly. |
Xanylaith (2-2 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +5.5% Attack Speed 100% While equipped: Stats +5 Wil +1 Cun +4 Con offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Physical save +3 (+2 eff.) Spell save +3 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative pulsing mindstar of balance (13-14 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature/Psionic Weapon Damage 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Cun offense ------ Mind Crit +4% Critical power +13.00% Mindpower +8 (+4 eff.) defense ------ Physical save +5 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) other ------- EQ when Hit +1.20 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Aerugar (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +1.0% Spell Crit +8% Critical power +11.00% Physical Power +15 (+8 eff.) Spellpower +12 (+4 eff.) Spellpower/crit +6 Damage +15% lightning +3% mind defense ------ Armor +2 other ------- Mana/turn +0.12 Max mana +33.00 Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 32.43 to 38.91 lightning damage Puts all charms on 7 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
cruel elm magestaff of might (10-12 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Critical power +10.00% Spellpower +3 (+1 eff.) Damage +10% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Ce'Nyvena' (20-24 power, 4 apr, cold element)5.0 Encumbrance T3 staff 1H weapon [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +15% arcane +20% cold Ignore resists +15% arcane defense ------ Defense +10 (+2 eff.) Resistance +6% light Spell save +18 (+6 eff.) Confus Resist +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Viletaint4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot [Rare] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +16 nature Uses 2.0 Steam While equipped: offense ------ Physical Crit +3.0% Damage +9% lightning Ignore resists +25% lightning Accuracy +7 (+3 eff.) defense ------ Resistance +6% nature +6% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stralite steamsaw of patience (33-50 power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon Reqs Str 35 [Ego+] Arcane/Steamtech Weapon Damage 33.0 - 49.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +72 Uses 1.0 Steam While equipped: defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +10% Resistance +12% temporal other ------- Talents +2 Block Temporal Shield: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 5.0 Power cost 26 out of 30/30. Range 10 Cooldown: 18 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (396) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
stralite waraxe 'Woestrider' (32-45 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Rare] Master Weapon Damage 32.0 - 44.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-Hit, radius 1 +20 light On Hit: * 20% chance to slow global speed by 45% While equipped: Stats +6 Dex offense ------ Combat Speed +10% Accuracy +19 (+6 eff.) On-Hit (Melee): * 20% chance to slow global speed by 45% * 20 arcane resource burn * 20% chance to reduce damage dealt by 16% defense ------ Resistance +21% fire One-handed war axes. |
Splendourwhisper the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck offense ------ Ignore resists +5% light On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 27 defense ------ Resistance +3% mind +3% physical Physical save +6 (+3 eff.) Stealth +6 Unlife -20.00 life other ------- Disarm Traps +7 Infravision +4 A belt that goes around your waist. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Glareprophet the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Physical Power +2 (+1 eff.) Damage +15% light Ignore resists +5% acid +5% blight When Hit 4 light defense ------ Defense +1 (+0 eff.) Fatigue -3% Resistance +6% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Huryrand the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +2 Str +2 Con offense ------ Ignore Armor +1 defense ------ Defense +1 (+0 eff.) Physical save +3 (+2 eff.) Unlife -40.00 life Life +32.00 other ------- Infravision +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Tinarirak' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +6 Cun +3 Con offense ------ Mindpower +5 (+2 eff.) Ignore resists +5% mind defense ------ Defense +1 (+0 eff.) Life +33.00 other ------- Max hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+5 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
verdant linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Nature While equipped: Stats +3 Con offense ------ Damage +5% nature defense ------ Resistance +7% all Poison Resist +21% Disease Resist +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Airpiety (0 def, 9 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Damage +9% lightning defense ------ Armor +9 Fatigue +2% Resistance +5% arcane +6% fire Crit Resistance 15.00% Mind save +6 (+2 eff.) Disengage: Puts all charms on 13 turn cooldown Effective talent level: 3.0 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 36% (based on Cunning). Uses 43 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Shockgrit the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str +2 Dex +1 Cun +2 Con offense ------ Damage +6% lightning defense ------ Armor +1 Resistance +9% light Physical save +10 (+5 eff.) Mind save +12 (+4 eff.) A pair of boots made of leather. |
Tundramortal the drakeskin leather gloves (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: Stats +8 Cun +8 Dex offense ------ On-Hit 8 nature Damage +6% nature +9% cold Ignore resists +15% cold Accuracy +14 (+5 eff.) Ignore Armor +17 defense ------ Armor +3 Resistance +8% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves of the nighthunter (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego++] Master/Psionic While equipped: Stats +4 Str +3 Dex +6 Cun offense ------ Accuracy +9 (+3 eff.) defense ------ Armor +3 Resistance +10% darkness Physical save +6 (+3 eff.) other ------- Infravision +2 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 13 turn cooldown Effective talent level: 2.0 Power cost 13 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Layudheba' (0 def, 9 armour)1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: offense ------ Physical Crit +7.0% Spell Crit +11% Mind Crit +9% Critical power +8.00% On-Hit 7 physical Damage +3% physical Accuracy +6 (+2 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 defense ------ Armor +9 Fatigue +3% Resistance +12% mind Physical save +7 (+4 eff.) Mind save +7 (+3 eff.) Disarm Resist +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves of the juggernaut (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +3 Con defense ------ Armor +2 Physical save +17 (+9 eff.) Spell save +5 (+1 eff.) Mind save +5 (+2 eff.) Disarm Resist +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.6 Power cost 26 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic voratun gauntlets (0 def, 7 armour)1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: defense ------ Armor +7 Fatigue +5% Mind save +10 (+4 eff.) Life +51.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
restful hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +6 (+3 eff.) defense ------ Armor +2 Life Regen +3.00 other ------- Stamina/turn +0.50 Max stamina +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arcwind (0 def, 5 armour)3.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +11 Str +12 Dex +2 Cun +3 Con offense ------ Physical Power +5 (+3 eff.) Damage +12% lightning Ignore Armor +7 When Hit 4 lightning On-Hit (Melee): * 20% chance to reduce armor by 37% defense ------ Armor +5 Fatigue +5% Resistance +3% acid Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 82.3 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 13 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 47.57 to 142.70 lightning damage (95.13 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Sparkgrit the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +6 Con offense ------ Physical Crit +3.0% Physical Power +20 (+10 eff.) Damage +13% nature defense ------ Defense +2 (+0 eff.) Resistance +19% nature +12% lightning A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
dwarven-steel mail armour 'Gisetta' (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Rare] Nature While equipped: Stats +4 Wil +8 Con offense ------ Physical Crit +2.0% Spellpower/crit +8 defense ------ Armor +8 Defense +3 (+0 eff.) Fatigue +12% Resistance +12% mind +6% cold Life +44.00 Blind Resist +20% Silence Resist +20% A suit of armour made of mail. |
impenetrable stralite mail armour of acid resistance (4 def, 14 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego] Master While equipped: defense ------ Armor +14 Defense +4 (+1 eff.) Fatigue +12% Resistance +19% acid A suit of armour made of mail. |
reinforced leather armour of thunder (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego+] Arcane While equipped: Stats +7 Str +6 Mag +6 Wil offense ------ Physical Crit +6.0% Spell Crit +5% Mind Crit +6% Physical Power +14 (+7 eff.) Spellpower +16 (+5 eff.) Mindpower +20 (+10 eff.) defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +14% lightning A suit of armour made of leather. |
icy stralite shield of fire resistance (+19%) (0 def, 8 armour, 141.5 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 9 cold When Hit 5 ice defense ------ Armor +8 Fatigue +8% Resistance +19% fire other ------- Talents +1 Block Handheld deflection devices. |
13 agate0.0 Encumbrance 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. |
140 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 Encumbrance 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. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Shimmerstreak' (dig speed 25 turns)3.0 Encumbrance T3 digger tool [Random Unique] Master While equipped: Stats +5 Str +3 Con offense ------ When Hit 4 lightning On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 defense ------ Fatigue -7% Resistance +9% mind other ------- Light +1 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Flashhunter' (dig speed 31 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +6% acid Ignore resists +15% light When Hit 2 darkness On-Hit (Melee): * 20% chance to reduce armor by 37% other ------- Light +3 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp 'Obsidianwell'1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ When Hit 8 darkness defense ------ Armor +4 Resistance +3% nature +3% cold +5% arcane +12% mind Life +42.00 Confus Resist +10% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +42.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
preserving brass lantern2.0 Encumbrance T1 lite [Ego+] Nature While equipped: Stats +2 Con defense ------ Resistance +6% blight Life Regen +1.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance 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. |
Darkvein the steel torque of gale force [power 160] (11/13 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +3% light Ignore resists +15% darkness When Hit 2 darkness Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 197 physical damage Puts all charms on 13 turn cooldown 100% to reduce fatigue by 25% for 2 turns. 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of clear mind 'Brightzeal' [power 3] (11/22 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +12% acid Ignore resists +25% light +25% blight When Hit 10 light 8 blight On-Hit (Melee): * 20% chance to reduce armor by 37% defense ------ Resistance +6% acid Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (11/22 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Betedhetira [power 170] (11/13 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Damage +9% temporal defense ------ Armor +2 Resistance +6% acid Mind save +3 (+1 eff.) Unlife -60.00 life Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 13 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Skyking [power 122] (11/13 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +9% lightning +3% mind Ignore resists +5% cold defense ------ Resistance +6% lightning +3% cold +6% mind Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 13 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
overpowered elm wand of lightning storm [power 176] (11/17 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 60 lightning damage and will be dazed for 1 turn (300 total damage) Puts all charms on 17 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding [power 266] (11/17 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Aerela the Shalore Arcane Blade level 20
69th Regrowth 123rd year of Ascendancy at 23:52 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Aerela the Shalore Arcane Blade level 24
27th Pyre 123rd year of Ascendancy at 11:22 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Aerela the Shalore Arcane Blade level 24
49th Pyre 123rd year of Ascendancy at 15:37 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Aerela the Shalore Arcane Blade level 21
23rd Pyre 123rd year of Ascendancy at 16:34 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Aerela the Shalore Arcane Blade level 10
79th Dusk 122nd year of Ascendancy at 16:30 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Aerela the Shalore Arcane Blade level 20
32nd Regrowth 123rd year of Ascendancy at 17:55 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Aerela the Shalore Arcane Blade level 19
29th Regrowth 123rd year of Ascendancy at 15:54 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Aerela the Shalore Arcane Blade level 15
52nd Haze 122nd year of Ascendancy at 19:59 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Aerela the Shalore Arcane Blade level 10
79th Dusk 122nd year of Ascendancy at 16:30 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Aerela the Shalore Arcane Blade level 14
38th Haze 122nd year of Ascendancy at 13:06 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Aerela the Shalore Arcane Blade level 24
27th Pyre 123rd year of Ascendancy at 21:58 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Aerela the Shalore Arcane Blade level 15
54th Haze 122nd year of Ascendancy at 13:18 see stats
Log
Aerela is moving at extreme speed!
Aerela slows down.
Aerela hits Something for 4 darkness damage.
Burning from Glokira the elven cultist hits Aerela for (46 absorbed), 0 fire (0 total damage).
Bleeding from Glokira the elven cultist hits Aerela for (14 absorbed), 0 physical (0 total damage).
Deep Wound from Glokira the elven cultist hits Aerela for (43 absorbed), 0 physical (0 total damage).
Your shield crumbles under the damage!
The shield around Aerela crumbles.
Aerela resists the blinding light!
Something hits Aerela for (252 absorbed), 41 light (41 total damage).
Glokira the elven cultist's is vulnerable to attacks and effects!
Aerela hits Glokira the elven cultist for 4 darkness damage.
Glokira the elven cultist receives 22 healing from Shield of Light.
Talent Lightning is ready to use.
Burning from Glokira the elven cultist hits Aerela for 46 fire damage.
Bleeding from Glokira the elven cultist hits Aerela for 14 physical damage.
Deep Wound from Glokira the elven cultist hits Aerela for 43 physical damage.
Glokira the elven cultist casts Brandish.
Glokira the elven cultist performs a melee critical strike against Aerela!
Glokira the elven cultist's spell attains critical power!
Shield of Light performs a melee critical strike against Aerela!
Glokira the elven cultist's spell attains critical power!
Glokira the elven cultist performs a melee critical strike against Aerela!
Melee retaliation hits Glokira the elven cultist for 19 physical, 3 darkness, 1 mind, 19 physical, 3 darkness, 1 mind, 19 physical, 3 darkness, 1 mind, 19 physical, 3 darkness, 0 mind, 19 physical, 3 darkness, 1 mind, 0 physical, 3 darkness, 1 mind (116 total damage).
Tempest of Metal hits Aerela for 41 physical, 7 mind, 48 light (96 total damage).
Glokira the elven cultist hits Aerela for 425 physical, 7 mind, 48 light, 28 fire (508 total damage).
Shield of Light hits Aerela for 46 light, 48 light, 28 fire (121 total damage).
Shield of Light hits Glokira the elven cultist for 46 healing, 46 healing, 46 healing, 46 healing, 46 healing, 46 healing, 46 healing, 46 healing, 46 healing, 46 healing, 46 healing, 46 healing, 46 healing, 46 healing, 46 healing, 46 healing (0 total damage) [729 healing].
Aerela the level 26 shalore arcane blade was tanned to death by Glokira the elven cultist on level 2 of Dark crypt.














































































































































