








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Werekracken's Stone Warden Race Unlock Fork 1.7.4This is a fork of Bnnuy's Stone Warden Race Unlock addon which removes the race lock from stone warden that prevents creation of non-dwarf stone wardens. As a side effect, if you play with multiple addons you should now see all of the talents from those available on adventurers and wanderers too. (This addon makes talents with the not_on_random_boss available to adventurers and wanderers. Use them at your own risk.) This addon overloads the adventurer and wilder classes, and superloads the WandererSeed mod dialog. https://github.com/Werekracken/tome-wkstone-warden-race-unlock Changelog |
| Campaign | Infinite |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Brawler |
| Level / Exp | 18 / 89% |
| Size | medium |
| Lifes / Deaths | Killed by The Possessed at level 14 on the 1st Summertide 122nd year of Ascendancy at 00:25 1 / 4Killed by vampire lord at level 15 on the 2nd Summertide 122nd year of Ascendancy at 06:59 Killed by elven cultist at level 18 on the 6th Flare 122nd year of Ascendancy at 10:47 Killed by elven cultist at level 18 on the 6th Flare 122nd year of Ascendancy at 12:01 |
Primary Stats
| Strength | 23 (base 13) |
| Dexterity | 54 (base 44) |
| Constitution | 24 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 36 (base 36) |
Resources
| Life | 522/522 |
| Stamina | 166/166 |
| Healing Factor | 1.1172674059366 |
| Regeneration | 3.6311190692941 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -58.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Barehand
| Damage | 55 |
| Accuracy | 37 |
| Crit Chance | 16% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +12% |
| Physical | +5% |
| Temporal | +3% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Physical | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 21 (35.65183292883%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 8 |
| Mental Save | 21 |
Defense: Resistances
| Cold | + 16%( 70%) |
| Lightning | + 5%( 70%) |
| Darkness | + 3%( 70%) |
| Temporal | + 6%( 70%) |
| Blight | + 6%( 70%) |
| Physical | + 13%( 70%) |
| Fire | + 33%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 24% |
| Bleed Resistance | 100% |
| Disarm Resistance | 20% |
| Fear Resistance | 100% |
| Stun Resistance | 20% |
| Poison Resistance | 100% |
| Knockback Resistance | 27% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 56 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Increases defense by 12. Mobile Defense |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 12): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 5): Pacifist | failed |
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 | traveler's pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Fatigue -4% Physical save +6 (+3 eff.) other ------- Encumbrance +23 A pair of boots made of leather. |
| On hands | sand dwarven-steel gauntlets (0 def, 8 armour)1.5 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 physical Damage +5% physical defense ------ Armor +8 Fatigue +3% Unarmed combat: Weapon Damage 19.0 - 26.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-Hit, radius 1 +6 physical On-crit, radius 2 +7 physical On Hit: 10% Sand Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Umbrawedge (0 def, 2 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Physical Power +15 (+5 eff.) Ignore resists +15% physical Accuracy +5 (+2 eff.) On-Hit (Melee): * 10% chance to reduce damage dealt by 13% defense ------ Armor +2 Fatigue +1% other ------- Infravision +2 A cap made of leather. |
| Tool | Branedor [power 155] (15 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +9% blight +3% temporal Ignore resists +10% blight defense ------ Resistance +6% blight Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 163 physical damage Puts all charms on 15 turn cooldown 100% to heal for 44. 100% to increase all damage penetration by 12% for 2 turns. 100% to reduce fatigue by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | titan's gold ring of tenacity0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Con defense ------ Physical save +10 (+5 eff.) Life +25.00 Disarm Resist +20% Pinning Resist +24% Knockbk Resist +27% Rings make your fingers look great! |
| On fingers | steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +3.00 Stun Resist +20% Rings make your fingers look great! |
| Around neck | copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
| Main armor | Shadowradiance (6 def, 10 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: offense ------ On-Hit 7 fire On-Ranged-Hit 6 fire When Hit 6 fire defense ------ Armor +10 Defense +6 (+2 eff.) Fatigue +7% Resistance +16% cold +33% fire +3% darkness +13% physical A suit of armour made of leather. |
| Light source | brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Psionic While equipped: defense ------ Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +6 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Cloak | enveloping linen cloak of the Shaloren (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +2 Wil defense ------ Defense +7 (+2 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Betinor the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Critical power +15.00% Damage +3% blight defense ------ Resistance +5% lightning +6% temporal Unlife -20.00 life other ------- Max stamina +10.00 A belt that goes around your waist. |
Inventory
healing infusion (heal 47; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 47 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 463%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 463% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 97; 17 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 97 life over 5 turns. 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 21%; magical; dur 3; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 3 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. |
ethereal rune of the duelist (power 19; resist 19%; move 43%; dur 5; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 19% all resistance, you move 43% faster, and you are invisible (power 19). 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 spell talent. |
insulating steel amulet of willpower (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +13% fire +12% cold Amulets make your neck look great! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 8.05 cold and 8.45 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper ring 'Blazeraptor'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: defense ------ Resistance +3% lightning +3% cold +6% light Life +22.00 Disarm Resist +20% Pinning Resist +22% Knockbk Resist +21% Rings make your fingers look great! |
copper ring 'Jetpall'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% cold Ignore resists +5% lightning When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 13% defense ------ Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
wizard's copper ring of light (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +11% light defense ------ Resistance +22% light Spell save +6 (+6 eff.) Rings make your fingers look great! |
Obsidianvagrant the stralite battleaxe (52-79 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon Reqs Str 35 [Rare] Master Weapon Damage 52.5 - 78.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-Hit, radius 1 +12 fire On-crit, radius 2 +4 darkness While equipped: offense ------ Damage +3% darkness defense ------ Resistance +3% darkness +9% cold Massive two-handed battleaxes. |
balanced dwarven-steel battleaxe of dampening (30-46 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego] Disrupt/Master Weapon Damage 30.5 - 45.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +7 (+2 eff.) Resistance +13% acid +14% lightning +10% cold +12% fire +5% all Spell save +7 (+7 eff.) Disarm Resist +39% Massive two-handed battleaxes. |
hateful dwarven-steel battleaxe of paradox (29-44 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego] Arcane/Psionic Weapon Damage 29.0 - 43.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +16 darkness +10 temporal Damage Against +12% Living While equipped: defense ------ Resistance +13% temporal Massive two-handed battleaxes. |
Elenoradogen the Hazestalker (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Damage +6% cold Accuracy +6 (+3 eff.) defense ------ Defense +6 (+2 eff.) Resistance +3% blight Physical save +9 (+4 eff.) Disarm Resist +20% Pinning Resist +10% other ------- Light +2 Sharp, short and deadly. |
Shinebait (14-18 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Nature Weapon Damage 14.0 - 18.2 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +20 blight +6 nature +4 light On Hit: * 10% chance to reduce strength, dexterity, and constitution by 6 While equipped: offense ------ Damage +3% light +6% fire defense ------ Resistance +3% fire Sharp, short and deadly. |
Tuloharagohek (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +7 light Damage Against +7% Undead While equipped: Stats +1 Mag defense ------ Armor +4 Resistance +6% acid +9% fire Mind save +12 (+6 eff.) Life +20.00 Sharp, short and deadly. |
dwarven-steel dagger of amnesia (16-21 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Psionic Weapon Damage 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. |
Obliterator (48-72 power, 10 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 40 [Unique] Master Weapon Damage 48.0 - 72.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 23 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con offense ------ Critical power +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
steel greatsword of amnesia (22-36 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Psionic Weapon Damage 22.5 - 36.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed swords. |
truestriking steel greatsword of massacre (29-46 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Master Weapon Damage 29.0 - 46.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +7 (+3 eff.) Ignore Armor +9 Massive two-handed swords. |
ash longbow of lightning4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +12 lightning While equipped: offense ------ Damage +18% lightning Longbows are used to shoot arrows at your foes. |
balanced steel longsword of massacre (20-28 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Master Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Defense +7 (+2 eff.) Disarm Resist +22% Sharp, long, and deadly. |
thought-forged steel longsword of erosion (16-22 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Nature/Psionic Weapon Damage 16.0 - 22.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 mind +7 nature On Hit: * 10% chance to reduce all saves and defense by 15 While equipped: Stats +2 Cun +3 Wil Sharp, long, and deadly. |
thought-forged stralite longsword of paradox (35-49 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Ego] Arcane/Psionic Weapon Damage 35.0 - 49.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +8 temporal +7 mind On Hit: * 12% chance to reduce all saves and defense by 15 While equipped: Stats +3 Cun +2 Wil defense ------ Resistance +10% temporal Sharp, long, and deadly. |
acidic dwarven-steel mace of massacre (34-47 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Ego] Arcane/Master Weapon Damage 33.5 - 46.9 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Blunt and deadly. |
balanced steel mace of vileness (12-18 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane/Master Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +5 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 6 While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +20% Blunt and deadly. |
elemental stralite mace (38-52 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon Reqs Str 35 [Ego+] Arcane Weapon Damage 37.5 - 52.5 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) While equipped: offense ------ Damage +13% lightning Ignore resists +7% lightning Blunt and deadly. |
steel mace (13-18 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Normal] Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Blunt and deadly. |
blooming thorny mindstar of clarity (10-10 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Weapon Damage 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) defense ------ Mind save +3 (+1 eff.) Healmod +10% Heal-on-summon +18 other ------- Max psi +17.00 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. |
mighty hardened leather sling of cold4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +5 cold While equipped: Stats +1 Str offense ------ Physical Power +5 (+2 eff.) Damage +11% cold Slings are used to hurl stones or metal shots at your foes. |
rough leather sling of cold4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Ego] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +6 cold While equipped: offense ------ Damage +8% cold Slings are used to hurl stones or metal shots at your foes. |
Barurek the ash starstaff (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] 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 ------ Spell Crit +8% Critical power +13.00% Spellpower +6 (+6 eff.) Damage +15% darkness Ignore resists +20% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 15 defense ------ Defense +10 (+3 eff.) Unlife -20.00 life Disarm Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen yew vilestaff of fate (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane 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: offense ------ Spell Crit +8% Spellpower +9 (+9 eff.) Damage +20% darkness defense ------ Armor +3 Hardiness +5% Physical save +8 (+4 eff.) Spell save +6 (+6 eff.) Mind save +5 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff of illumination (10-12 power, 2 apr, arcane element)5.0 Encumbrance T1 staff 2H weapon [Ego] Nature 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 +1% Spellpower +3 (+3 eff.) Damage +10% arcane defense ------ Defense +5 (+1 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 36.96 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
magelord's ash magestaff (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane 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 +7.0% Spell Crit +2% Spellpower +12 (+10 eff.) On-Hit 15 arcane Damage +15% lightning other ------- Max mana +24.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew starstaff of might (23-28 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 23.0 - 27.6 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: offense ------ Spell Crit +11% Spellpower +13 (+11 eff.) Damage +23% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
River's Fury (23-32 power, 8 apr)3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+9 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+4 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.0 Power cost 80 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 3.72 cold damage and 3.91 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
balanced blue-steel trident of daylight (17-27 power, 8 apr)3.0 Encumbrance T2 trident 2H weapon [Ego] Arcane/Master Weapon Damage 17.0 - 27.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Attack Speed 100% On-hit +7 light Damage Against +7% Undead While equipped: offense ------ Accuracy +10 (+4 eff.) defense ------ Defense +9 (+3 eff.) Disarm Resist +32% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Glorysena (11-15 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Master Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) Accuracy +7 (+3 eff.) defense ------ Defense +25 (+8 eff.) Resistance +9% acid Crit Resistance 5.00% Disarm Resist +26% One-handed war axes. |
warbringer's dwarven-steel waraxe (22-30 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2 Con offense ------ Physical Power +7 (+3 eff.) Ignore resists +6% physical defense ------ Disarm Resist +12% One-handed war axes. |
Aerorab the Nimbussquall1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Damage +6% lightning +12% nature Ignore resists +10% lightning +5% nature defense ------ Resistance +9% lightning +5% fire +6% cold A belt that goes around your waist. |
kruk cloak of Iron Throne (0 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] Master While equipped: Stats +1 Str +2 Con A stylish kruk-style cloak, to look awesome. |
murderer's cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex offense ------ Accuracy +3 (+1 eff.) Ignore Armor +3 defense ------ Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Oozepanic the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +12% arcane +10% light On-Hit (Melee): * 10% chance to slow global speed by 40% defense ------ Resistance +9% blight +3% nature +15% light +9% all Mind save +17 (+8 eff.) other ------- Max mana +33.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of frost (+22%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +15% cold defense ------ Resistance +9% all +22% cold Mind save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven Robe of the Worm (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +2 (+2 eff.) defense ------ Resistance +7% all Spell save +16 (+14 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sparkjam (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +5% lightning defense ------ Armor +1 Fatigue -4% Resistance +5% arcane +3% temporal Physical save +6 (+3 eff.) other ------- Encumbrance +20 A pair of boots made of leather. |
Zuberissra the Fogoracle (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) Ignore Armor +3 defense ------ Armor +1 Resistance +6% lightning +5% temporal +3% darkness A pair of boots made of leather. |
pair of rough leather boots of massiveness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +3 Str +4 Con offense ------ Damage +5% physical defense ------ Armor +1 other ------- Size +1 A pair of boots made of leather. |
Delilar (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +3 Mag offense ------ Damage +6% blight Accuracy +6 (+3 eff.) When Hit 2 blight defense ------ Armor +2 Physical save +7 (+3 eff.) Mind save +5 (+2 eff.) Disarm Resist +20% other ------- Max mana +80.00 Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On Hit: 10% Perfect Control level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Issydas the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +2 Wil offense ------ On-Hit 7 fire Damage +3% temporal +3% fire defense ------ Armor +2 Fatigue +3% Resistance +3% temporal +5% fire other ------- Light +3 Unarmed combat: Weapon Damage 18.5 - 25.9 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +5 fire On Hit: 10% Fire Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 125% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
hardened leather gloves of butchering (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ Physical Power +4 (+2 eff.) Accuracy +9 (+4 eff.) Ignore Armor +7 defense ------ Armor +2 Resistance +8% blight Spell save +13 (+12 eff.) Unarmed combat: Weapon Damage 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +3.0% Attack Speed 125% On Hit: * 12% chance to slow global speed by 40% * 11% chance to reduce armor by 16% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Starnail' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 5 blight Damage +3% blight Ignore resists +15% light When Hit 4 fire defense ------ Armor +1 Resistance +5% blight +3% light +9% lightning other ------- Light +3 Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% On-crit, radius 2 +6 blight On Hit: 20% Soul Rot level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +10 (+4 eff.) On-Hit 6 lightning Damage +6% lightning defense ------ Armor +2 Resistance +6% lightning Unarmed combat: Weapon Damage 22.0 - 24.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On-crit, radius 2 +5 lightning On Hit: 10% Lightning Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron helm 'Grinoregondil' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% Resistance +3% darkness +3% cold Blind Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +11% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% A cap made of leather. |
hardened steel mail armour (2 def, 11 armour)14.0 Encumbrance T2 heavy armor [Ego+] Master While equipped: defense ------ Armor +11 Defense +2 (+0 eff.) Fatigue +12% Resistance +5% acid +5% physical +7% cold +6% lightning +7% fire A suit of armour made of mail. |
impenetrable iron mail armour of clarity (2 def, 9 armour)14.0 Encumbrance T1 heavy armor [Ego] Master/Psionic While equipped: defense ------ Armor +9 Defense +2 (+0 eff.) Fatigue +12% Resistance +6% mind Mind save +11 (+5 eff.) A suit of armour made of mail. |
iron mail armour of resilience (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Nature While equipped: defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% Life +23.00 A suit of armour made of mail. |
steel mail armour of lightning resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Resistance +15% lightning A suit of armour made of mail. |
Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+1 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 20 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 16.68 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
cured leather armour 'Sootrazor' (6 def, 4 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: offense ------ Damage +3% darkness Ignore resists +10% darkness +10% nature On-Hit (Melee): * 10% chance to reduce damage dealt by 13% defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +17% cold Life +60.00 Life Regen +3.20 Healmod +13% A suit of armour made of leather. |
rough leather armour of Toknor (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Master While equipped: offense ------ Physical Crit +4.0% Critical power +10.00% Physical Power +5 (+2 eff.) defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Bindings of Eternal Night (12 def, 12 armour)6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag offense ------ Damage +15% cold +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+4 eff.) Resistance +30% blight -10% fire +30% darkness -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
crackling iron shield (0 def, 2 armour, 24 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex offense ------ When Hit 4 lightning defense ------ Armor +2 Fatigue +8% Resistance +10% lightning other ------- Talents +1 Block Handheld deflection devices. |
reinforced dwarven-steel shield of arcane resistance (+10%) (0 def, 9 armour, 113 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego] Disrupt/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +9 Fatigue +8% Resistance +10% arcane other ------- Talents +1 Block Handheld deflection devices. |
shocking steel shield of mind resistance (+13%) (0 def, 4 armour, 38.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 5 lightning When Hit 2 lightning defense ------ Armor +4 Fatigue +8% Resistance +13% mind other ------- Talents +1 Block Handheld deflection devices. |
blazing quiver of ash arrows of wind (14/14, 18-26 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego] Nature Weapon Damage 18.5 - 25.9 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 14 Projectile Speed +200% On-ranged-hit +23 fire On-crit, radius 2 +9 fire On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 130 physical damage Arrows are used with bows to pierce your foes to death. |
deadly quiver of elm arrows of crippling (17/17, 24-34 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego+] Master Weapon Damage 24.5 - 34.3 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +9.0% Capacity 17 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
deadly quiver of elm arrows of persecution (10/10, 24-34 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego] Disrupt/Master Weapon Damage 24.5 - 34.3 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 10 Damage Against +12% Unnatural +8% Unliving Arrows are used with bows to pierce your foes to death. |
deadly quiver of yew arrows of accuracy (20/20, 44-61 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego] Master Weapon Damage 43.5 - 60.9 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +10 Critical Rate +2.0% Capacity 20 Arrows are used with bows to pierce your foes to death. |
high-capacity quiver of yew arrows of erosion (46/46, 31-43 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego] Nature/Master Weapon Damage 31.0 - 43.4 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 46 On-ranged-hit +12 nature While equipped: other ------- Reload +3 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Duskdredge' (18/18, 28-39 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Rare] Master Weapon Damage 28.0 - 39.2 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 18 On-ranged-hit +12 lightning +20 darkness On-Hit, radius 1 +8 darkness On-crit, radius 2 +8 darkness On Hit: * 10% chance to reduce damage dealt by 13% Arrows are used with bows to pierce your foes to death. |
thought-forged quiver of yew arrows of daylight (22/22, 32-44 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego] Arcane/Psionic Weapon Damage 31.5 - 44.1 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 22 Auto Reload 6 On-ranged-hit +12 light +8 mind Damage Against +12% Undead On Hit: * 15% chance to reduce all saves and defense by 15 Arrows are used with bows to pierce your foes to death. |
2 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. |
312 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. |
4 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. |
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 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light of Revelation2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 46.09 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 46.09 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
survivor's brass lantern of focus2.0 Encumbrance T1 lite [Ego] Nature/Psionic While equipped: Stats +4 Wil offense ------ Damage +6% mind defense ------ Physical save +6 (+3 eff.) Healmod +10% 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. |
survivor's brass lantern of the zealot2.0 Encumbrance T1 lite [Ego+] Nature/Disrupt While equipped: defense ------ Resistance +3% all Physical save +6 (+3 eff.) Spell save +5 (+5 eff.) Healmod +10% 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. |
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. |
Belywen [power 165] (15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +2 Str +1 Con offense ------ Damage +3% physical defense ------ Armor +2 Resistance +9% mind Physical save +3 (+1 eff.) Blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Glarelash the steel torque of clear mind [power 2] (25 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: defense ------ Resistance +9% light +3% acid Spell save +9 (+9 eff.) Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
iron torque of mindblast [power 110] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Armetofast the ash totem of healing [power 170] (15 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: Stats +1 Dex +4 Con defense ------ Crit Resistance 5.00% Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. 100% to heal for 41. Natural totems are made by powerful wilders to store nature power. |
Silelle [power 100] (25 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Ignore resists +5% acid defense ------ Defense +15 (+5 eff.) Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 100 Armor: 0 All Resist: 2 Puts all charms on 25 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
2 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. |
Lisuleta [power 160] (15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +2 Str offense ------ Physical Power +20 (+7 eff.) Mindpower +15 (+7 eff.) defense ------ Unlife -40.00 life Fire a magical bolt dealing 160 lightning damage Puts all charms on 15 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick ash wand of conjuration [power 115] (12 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Fire a magical bolt dealing 115 fire damage Puts all charms on 12 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged yew wand of clairvoyance [power 13] (19 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 13, power 39 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 19 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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. |
3 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. |
5 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
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Tombfist the Skeleton Brawler level 10
5th Mirth 122nd year of Ascendancy at 11:16 see stats
Infinite x10 (Insane (Adventure) difficulty)
Got to level 10 of the infinite dungeon.By Tombfist the Skeleton Brawler level 15
2nd Summertide 122nd year of Ascendancy at 17:16 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Tombfist the Skeleton Brawler level 10
4th Mirth 122nd year of Ascendancy at 20:32 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Tombfist the Skeleton Brawler level 15
2nd Summertide 122nd year of Ascendancy at 17:16 see stats
Log
Talent Striking Stance is ready to use.
Talent Rune: Shielding is ready to use.
Talent Axe Kick is ready to use.
Talent Vitality is ready to use.
Talent Re-assemble is ready to use.
Talent Exploit Weakness is ready to use.
Rested for 30 turns (stop reason: all resources and life at maximum).
Tombfist activates Striking Stance.
Tombfist activates Exploit Weakness.
You are sent back to the material plane!
Tombfist lashes out with a spinning backhand.
Bloated horror is weakened by the darkness!
Tombfist hits Bloated horror for 117 physical, 5 fire, 3 physical, 4 physical (128 total damage).
Tombfist hits Something for 5 physical damage.
Tombfist is recovering from the damage!
Tombfist is afflicted by a decrepitude disease!
Elven cultist's Soul Rot hits Tombfist for (6 flat reduction), 385 blight (385 total damage).
Elven cultist casts Drain.
Elven cultist hits Tombfist for (6 flat reduction), 176 blight (176 total damage).
Tombfist the level 18 skeleton brawler was poxed to death by an elven cultist on level 12 of Infinite Dungeon.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Elven cultist killed Tombfist!
Saving game...
Saving done.






































































































































