











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Marauder |
| Level / Exp | 18 / 74% |
| Size | medium |
| Lifes / Deaths | Killed by Cyrobeth the dire wolf at level 18 on the 30th Dearth 122nd year of Ascendancy at 05:50 / 1 |
Primary Stats
| Strength | 46 (base 38) |
| Dexterity | 46 (base 44) |
| Constitution | 13 (base 10) |
| Magic | 9 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 18 (base 11) |
Resources
| Life | -129/558 |
| Stamina | 50/158 |
| Healing Factor | 0.97387587822014 |
| Regeneration | 4.1389724824356 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 37 |
| Crit Chance | 22% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 41 |
| Accuracy | 37 |
| Crit Chance | 22% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Physical | +4% |
| Temporal | +3% |
| Lightning | +17% |
| Arcane | +3% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +25% |
| Physical | +5% |
| Temporal | +25% |
Defense: Base
| Armour (hardiness) | 37 (38.536585365854%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 6.669446550417 |
| Physical Save | 29 |
| Spell Save | 15 |
| Mental Save | 21 |
Defense: Resistances
| Blight | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 10%( 70%) |
| All | 0%( 70%) |
| Darkness | + 11%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 14%( 70%) |
| Lightning | + 34%( 70%) |
| Physical | + 1%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 24% |
| Poison Resistance | 14% |
| Knockback Resistance | 31% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 149 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 4/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.10 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Thuggery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Effects
| talent | Trained Reactions |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 1.71 nature damage per turn and decreasing all heals received by 16%. Insidious Poison |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | Parrying melee and ranged attacks: Has a 51% chance to deflect up to 17 damage from the next 1.2 attack(s). Parried attacks cannot crit. Parrying |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 31%. Exhaustion |
Quests
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by giant venus flytrap. Escort: lost warrior (level 2 of Trollmire) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Dazzleglory (0 def, 7 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Str dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Armour +7 Fatigue +1% Resists +9% light Phys.save +5 (+2 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) A pair of boots made of leather. |
| Light source | Poryriata2.0 T1 lite [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +6% mind Melee Ret 12 mind ----- def ----- Max.HP +46.00 ---------- misc Equi/ret +0.04 Psi/ret +0.04 Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Erovor (0 def, 9 armour)3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Acc +2 (+1 eff.) ----- def ----- Armour +9 Fatigue +5% Resists +11% light +11% darkness Phys.save +3 (+1 eff.) Die.at -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | iron gauntlets 'Blackspawn' (0 def, 7 armour)1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Melee+ 6 physical Dmg.mod +3% darkness +4% physical ----- def ----- Armour +7 Die.at -40.00 life Max.HP +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron torque of kinetic psionic shield [power 27] (11/20 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 27 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | treant's steel ring of tenacity0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +6% nature +6% blight Max.HP +24.00 Poison- +14% Disease- +11% Disarm- +24% Pinning- +22% Knockbk- +31% Rings can have magical properties. |
| On fingers | psionicist's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Mind.save +4 (+2 eff.) Rings can have magical properties. |
| Around neck | copper amulet 'Layulevea'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% arcane +3% temporal Res.pen +20% temporal ----- def ----- Resists +5% arcane +9% temporal Amulets can have magical properties. |
| In main hand | Thunderdare the dwarven-steel waraxe (28-39.2 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +12 arcane While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +25% arcane Melee Ret 8 lightning ----- def ----- Resists +6% lightning One-handed war axes. |
| Around waist | Nador the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Res.pen +5% temporal ----- def ----- Resists +6% lightning +5% temporal +9% nature +1% physical Phys.save +10 (+5 eff.) Die.at -20.00 life Max.HP +37.00 A belt that goes around your waist. |
| In off hand | steel dagger 'Flashquench' (16.5-21.45 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 16.5 - 21.4 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 lightning On Hit.r1 +14 fire On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Melee Ret 8 light ---------- misc Light +3 Sharp, short and deadly. |
| Cloak | Betagatta (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Mag +1 Wil dps ---------- Mind.crit +3% Mind.pwr +14 (+7 eff.) ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour 'Hanodovon' (5 def, 8 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +1 Str +4 Dex +4 Cun dps ---------- Phys.crit +2.0% Phys.pwr +4 (+1 eff.) Res.pen +5% physical ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +7% Max.HP +54.00 HP.reg +4.00 Heal.mod +11% A suit of armour made of leather. |
Inventory
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
mule's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -4% Mind.save +6 (+3 eff.) Confus- +22% ---------- misc Max.enc +20 Rings can have magical properties. |
titan's steel ring of frost (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Phys.save +4 (+2 eff.) Rings can have magical properties. |
Thunderhunger0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +9% mind +12% fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +24% fire ---------- misc Equi/ret +0.16 Telepathy Dragon Rings can have magical properties. |
gold ring0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
Emeleba (15-18 power, 3 apr, darkness element)5.0 T2 staff 1H weapon Reqs Mag 16 [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Phasing +30% While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% Spell.crit +2% Phys.pwr +8 (+2 eff.) Spell.pwr +6 (+6 eff.) Dmg.mod +15% darkness ----- def ----- Die.at -40.00 life Heal.mod +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Skysear (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +4 lightning On Hit: * 40% chance to disease While equipped: dps ---------- Spell.crit +2% Spell.pwr +10 (+10 eff.) Dmg.mod +15% blight +15% fire +15% darkness +15% acid Res.pen +5% blight ----- def ----- Resists +12% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of projection (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +8 (+8 eff.) Dmg.mod +15% arcane ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 7.04 to 8.44 arcane damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of illumination (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% darkness On Hit (Melee): * 7% chance to blind ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 16.06 light damage. Staves designed for wielders of magic, by the greats of the art. |
earthen ash starstaff (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% temporal ----- def ----- Armour +2 Hardiness +4% Phys.save +2 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Elisedara the yew starstaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +12 arcane While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+9 eff.) S.pwr/crit +10 Dmg.mod +20% darkness Melee Ret 8 mind ----- def ----- Phys.save +9 (+4 eff.) Spell.save +10 (+7 eff.) Mind.save +8 (+4 eff.) ---------- misc Mana/s.crit +4.00 Vim/s.crit +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Lisuldalle (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Str +2 Cun +5 Con dps ---------- Spell.crit +3% Spell.pwr +9 (+9 eff.) Dmg.mod +20% physical On Hit (Melee): * 9% chance to blind ----- def ----- Defense +8 (+4 eff.) Resists +5% arcane +6% temporal Crit.dmg- 10.00% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 11.92 light damage. Staves designed for wielders of magic, by the greats of the art. |
thought-forged steel battleaxe of massacre (30-45 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master/Psionic Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +13 mind On Hit: * 14% chance to cause random gloom While equipped: Stats +3 Cun +3 Wil Massive two-handed battleaxes. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight On Hit: 10% Greater Weapon Focus 2 While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
iron waraxe 'Nerinne' (14-19.6 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 mind On Crit.r2 +4 physical While equipped: dps ---------- Phys.pwr +2 (+1 eff.) Acc +6 (+2 eff.) ----- def ----- Defense +16 (+8 eff.) Rng.Def +9 (+4 eff.) Disarm- +20% One-handed war axes. |
iron waraxe 'Thundervalor' (12-16.8 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Disrupt Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +25% lightning ----- def ----- Resists +8% acid +8% fire +9% cold +17% lightning Spell.save +6 (+5 eff.) Mind.save +9 (+4 eff.) One-handed war axes. |
iron dagger 'Blazepierce' (14.5-18.85 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 14.5 - 18.9 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +8 lightning While equipped: dps ---------- Dmg.mod +3% mind +12% lightning Sharp, short and deadly. |
iron dagger of massacre (16-20.8 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 16.0 - 20.8 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Tulahir (16-20.8 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 16.0 - 20.8 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 acid On Crit: * splashes the target with acid While equipped: Stats +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Acc +5 (+2 eff.) ----- def ----- Defense +4 (+2 eff.) Disarm- +18% ---------- misc Psi/ret +0.08 Light +1 Sharp, short and deadly. |
insidious steel dagger of massacre (19-24.7 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Master Power 19.0 - 24.7 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +10 insidious poison Sharp, short and deadly. |
Moon (30-39 power, 30 apr)1.0 T3 dagger 1H weapon Reqs Cun 24 [Unique] Arcane The moon shines alone in a starless sky. Power 30.0 - 39.0 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Isledheta the Burnschism (5.5-6.05 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 5.5 - 6.1 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +4 fire On Crit.r2 +4 fire While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +8 (+4 eff.) Dmg.mod +3% nature +6% temporal Res.pen +15% fire ----- def ----- Resists +3% blight Phys.save +4 (+2 eff.) Disease- +14% Def/telep +5 Res/telep +5% Dur/telep +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted vined mindstar of life (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.0 - 5.5 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+4 eff.) ----- def ----- Max.HP +16.00 HP.reg +0.90 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Eremikor' (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic This mindstar projects psionic energy if enough is absorbed. The natural wyrm seeks an element. Power 5.0 - 5.5 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+2 eff.) Dmg.mod +8% lightning +9% fire +7% cold Melee Ret 4 lightning 3 physical 4 cold 2 fire 3 acid ----- def ----- Resists +4% lightning +4% physical +4% acid +9% blight +4% fire +4% cold +3% temporal ---------- misc Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of flames (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature This natural fire should be returned to the wyrm. Power 5.0 - 5.5 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) All.spd +2% Dmg.mod +4% fire Res.pen +8% fire Melee Ret 4 fire ----- def ----- Resists +5% fire 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. |
flaming steel steamsaw of massacre (23-34.5 power, 8 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Power 23.0 - 34.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam While equipped: dps ---------- Melee+ 6 fire Melee Ret 11 fire ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block 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! |
flaming steel steamsaw of massacre (19-28.5 power, 8 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Power 19.0 - 28.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +23 Uses 1.0 Steam While equipped: dps ---------- Melee+ 6 fire Melee Ret 10 fire ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block 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! |
Mehell4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: dps ---------- Dmg.mod +14% physical Res.pen +21% physical ----- def ----- Armour +10 Resists +3% mind +3% darkness Phys.save +12 (+6 eff.) Disarm- +10% Longbows are used to shoot arrows at your foes. |
tundral quiver of yew arrows (24/24, 28.5-39.9 power, 10 apr)3.0 T3 arrow ammo [Ego] Nature Power 28.5 - 39.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 24 Ranged+ +24 cold On Crit.r2 +11 cold Arrows are used with bows to pierce your foes to death. |
thought-forged pouch of steel shots of wind (13/13, 21-25.2 power, 2 apr)3.0 T2 shot ammo [Ego] Nature/Psionic Power 21.0 - 25.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 13 Rld cld 6 Proj.spd +200% Ranged+ +7 mind On Hit: * 10% chance to cause random gloom * 10% chance to create an air burst Shots are used with slings to pummel your foes to death. |
mindwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) ----- def ----- Mind.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betidamina the Blazeburst (2 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +16% cold Crit.dmg- 15.00% A suit of armour made of leather. |
rejuvenating cured leather armour (2 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% HP.reg +2.50 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
hardened leather armour of spell shielding (3 def, 6 armour)9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +6% arcane Spell.save +15 (+10 eff.) A suit of armour made of leather. |
prismatic steel mail armour of temporal resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +18% temporal +12% light +11% darkness A suit of armour made of mail. |
stralite mail armour of stability (4 def, 8 armour)14.0 T4 heavy armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +16% Resists +6% physical Phys.save +10 (+5 eff.) A suit of armour made of mail. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
grounding hardened leather belt of resilience1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal Max.HP +39.00 A belt that goes around your waist. |
hardened leather belt 'Blastravager'1.0 T3 belt armor [Rare] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.crit +3% Dmg.mod +9% blight +9% lightning Res.pen +10% blight ----- def ----- Resists +6% blight +27% lightning A belt that goes around your waist. |
Stokequill the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +10 (+5 eff.) ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +10% cold +3% fire ---------- misc Max.hate +6.00 Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of the Shaloren (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Wil +1 Mag ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Morningqueen (9 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +20% light On Hit (Melee): * 30% chance to blind ----- def ----- Defense +9 (+4 eff.) Phys.save +11 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayona the Blazeusher (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+4 eff.) Dmg.mod +9% lightning +9% temporal Melee Ret 8 temporal On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +3% Resists +9% temporal A pair of boots made of leather. |
traveler's pair of iron boots of uncanny dodging (2 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +2 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +24 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Rhonaridar the Bogpride (0 def, 9 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +6% nature Res.pen +10% nature ----- def ----- Armour +9 Fatigue +3% Heal/summ +20 ---------- misc Max.psi +50.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
storm rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning Acc +11 (+4 eff.) ----- def ----- Armour +1 Resists +5% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Chardare' (0 def, 2 armour)1.0 T3 hands armor [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 16 mind 19 darkness Res.pen +10% mind Melee Ret 20 mind On Hit (Melee): * 13% chance to cause random gloom ----- def ----- Armour +2 Resists +6% fire Mind.save -12 (-11 eff.) ---------- misc Telepathy Demon/Minor Demon/Major Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+4 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
iron gauntlets 'Flashstinger' (0 def, 1 armour)1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 nature Dmg.mod +4% nature Res.pen +5% light Melee Ret 8 light ----- def ----- Armour +1 Resists +6% nature +6% light ---------- misc Light +1 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+4 eff.) ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Aduna' (10 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Mind.crit +4% Dmg.mod +11% physical Res.pen +5% physical ----- def ----- Defense +10 (+5 eff.) Rng.Def +9 (+4 eff.) Resists +13% physical ---------- misc Equi/ret +0.12 Max.hate +4.00 A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Alarokor' (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +7 Wil dps ---------- Crit.mult +10.00% Dmg.mod +24% mind ----- def ----- Defense +2 (+1 eff.) Resists +12% mind A pointy cloth hat, very wizardly... |
Gilemas the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +5% mind ----- def ----- Armour +3 Fatigue +3% Resists +18% blight +11% cold Mind.save +10 (+5 eff.) Heal/summ +20 ---------- misc Breathe water A cap made of leather. |
Isida (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Res.pen +10% mind ----- def ----- Armour +3 Fatigue +3% Resists +8% cold +7% fire +3% nature +15% mind Spell.save +33 (+19 eff.) A cap made of leather. |
stabilizing hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Phys.save +13 (+6 eff.) A cap made of leather. |
Strikewhisper (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +9% lightning Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +5% Max.HP +20.00 Heal.mod +20% ---------- misc Stam/turn +0.20 Skullcracker: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 49.6 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
149 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of thermal psionic shield [power 27] (11/20 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 27 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Anihaa the Dwarf Marauder level 15
5th Wealth 122nd year of Ascendancy at 20:01 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Anihaa the Dwarf Marauder level 10
21st Profit 122nd year of Ascendancy at 03:10 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Anihaa the Dwarf Marauder level 17
3rd Dearth 122nd year of Ascendancy at 23:24 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Anihaa the Dwarf Marauder level 5
19th Voratun 122nd year of Ascendancy at 22:20 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Anihaa the Dwarf Marauder level 11
24th Profit 122nd year of Ascendancy at 03:12 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Anihaa the Dwarf Marauder level 14
41st Profit 122nd year of Ascendancy at 10:08 see stats
Log
Anihaa reacts to an attack from Cyrobeth the dire wolf, mitigating the blow!.
Anihaa is poisoned!
Anihaa hits Cyrobeth the dire wolf for 3 lightning, 3 light, 5 mind (11 total damage).
Cyrobeth the dire wolf hits Anihaa for (17 parried), (27 reacted , -5 stam), 87 physical, 2 nature, 6 acid (95 total damage).
Insidious Poison from Cyrobeth the dire wolf hits Anihaa for 2 nature damage.
Insidious Poison from Cyrobeth the dire wolf hits Anihaa for 2 nature damage.
Anihaa reacts to an attack from Cyrobeth the dire wolf, mitigating the blow!.
Anihaa hits Cyrobeth the dire wolf for 3 lightning, 3 light, 5 mind (11 total damage).
Cyrobeth the dire wolf hits Anihaa for (25 reacted , -5 stam), 79 physical, 2 nature, 6 acid (87 total damage).
Cyrobeth the dire wolf uses Shield Pummel.
Anihaa reacts to an attack from Cyrobeth the dire wolf, mitigating the blow!.
Anihaa reacts to an attack from Cyrobeth the dire wolf, mitigating the blow!.
Anihaa hits Cyrobeth the dire wolf for 3 lightning, 3 light, 5 mind, 3 lightning, 3 light, 5 mind (21 total damage).
Cyrobeth the dire wolf hits Anihaa for (17 parried), (23 reacted , -5 stam), 72 physical, 10 acid, (39 reacted , -5 stam), 125 physical, 10 acid (218 total damage).
Anihaa is fully armored again.
Anihaa stops regenerating health quickly.
Insidious Poison from Cyrobeth the dire wolf hits Anihaa for 2 nature damage.
Disengage is still on cooldown for 1 turns.
Anihaa misses Cyrobeth the dire wolf.
Anihaa hits Cyrobeth the dire wolf for 2 lightning, 2 physical, 4 fire (9 total damage).
Cyrobeth the dire wolf hits Anihaa for 13 acid damage.
Anihaa hits Cyrobeth the dire wolf for 2 lightning, 3 light, 4 mind (9 total damage).
Cyrobeth the dire wolf hits Anihaa for (17 parried), 77 physical, 2 nature, 6 acid (85 total damage).
Insidious Poison from Cyrobeth the dire wolf hits Anihaa for 2 nature damage.
Insidious Poison from Cyrobeth the dire wolf hits Anihaa for 2 nature damage.
Anihaa reacts to an attack from Cyrobeth the dire wolf, mitigating the blow!.
Saving game...


















































































































