







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. 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:
ZOmnibus Addon Pack 1.7.4Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Stoneblade Evolution for Arcane Blade 1.7.4Adds a new class evolution for Arcane Blade, the Stoneblade. Wielded two-handed weapons will use the increased procs damage accuracy bonus To unlock the evolution, defeat Harkor'Zun as an Arcane Blade. Learning the Prodigy requires that you know Body of Stone and have at least 25 Magic and Strength. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Brawler |
| Level / Exp | 20 / 80% |
| Size | big |
| Lifes / Deaths | Killed by flame turret at level 18 on the 75th Dusk 122nd year of Ascendancy at 02:06 1 / 4Killed by Betytha the gigantic corrosive tunneler at level 19 on the 20th Haze 122nd year of Ascendancy at 10:46 Killed by Sandworm Queen at level 20 on the 21st Haze 122nd year of Ascendancy at 04:46 Killed by shadow at level 20 on the 22nd Haze 122nd year of Ascendancy at 17:27 |
Primary Stats
| Strength | 29 (base 13) |
| Dexterity | 62 (base 41) |
| Constitution | 26 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 55 (base 48) |
Resources
| Life | 640/640 |
| Stamina | 240/240 |
| Healing Factor | 1.3916586254954 |
| Regeneration | 17.047818162319 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -61% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 5 |
| See Invisible | 7 |
Offense: Barehand
| Damage | 75 |
| Accuracy | 52 |
| Crit Chance | 28% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +18% |
| Acid | +3% |
| Light | +6% |
| Manaburn arcane | +11% |
| Blight | +6% |
| Fire burn | +7% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Blight | +2% |
| Physical | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 20 (35.65183292883%) |
| Defense | 48 |
| Ranged Defense | 51 |
| Fatigue | 4 |
| Physical Save | 27 |
| Spell Save | 8 |
| Mental Save | 28 |
Defense: Resistances
| Blight | + 3%( 70%) |
| Arcane | + 5%( 70%) |
| Mind | + 3%( 70%) |
| All | 0%( 70%) |
| Darkness | + 17%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 17%( 70%) |
| Physical | + 12%( 70%) |
| Fire | + 12%( 70%) |
| Cold | + 26%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 13% |
| Disarm Resistance | 30% |
| Bleed Resistance | 100% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 77% |
Inscriptions (3/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 233 damage for 3 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed length of troll intestine. * You've found the needed orc heart. | 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 within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Nerebeth (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +5% physical ----- def ----- Armour +3 Fatigue +2% Resists +3% physical +6% cold +6% fire Disease- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.stam +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | dwarven-steel gauntlets 'Emelebeth' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 12 darkness Dmg.mod +3% darkness Acc +14 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +17% darkness +5% arcane Phys.save +5 (+3 eff.) Mind.save +6 (+3 eff.) Heal.mod +15% Disarm- +30% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +2 Unarmed combat: Power 122% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +12 Apr +9 Crit +14.0% Atk.spd 100% Melee+ +12 darkness On Hit: 20% Moonlight Ray 3 On Hit: 10% Perfect Control 3 On Crit: 10% Dominate 3 On Hit: * 10% chance to reduce damage dealt by 16% Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Bregorig the Filthfist (0 def, 9 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Armour +9 Fatigue +5% Resists +6% cold +6% fire +3% temporal Crit.chn- 15.00% Die.at -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Zanarethel [power 185] (25 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: ----- def ----- Resists +2% physical +3% light +9% cold Die.at -60.00 life Max.HP +20.00 Stun/Frz- +20% Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 451 Base Damage: 196 Armor: 8 All Resist: 0 Puts all charms on 25 cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | sinister copper ring of life0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Melee+ 11 poison Ranged+ 11 poison ----- def ----- Max.HP +45.00 HP.reg +6.00 Heal.mod +11% Rings make your fingers look great! |
| On fingers | rogue's copper ring of filth0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Res.pen +2% blight ----- def ----- Defense +6 (+2 eff.) Disease- +21% Rings make your fingers look great! |
| Around neck | Camysin the Glaresorrow0.1 T2 amulet jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% light Melee Ret 6 acid ----- def ----- Resists +7% physical +5% cold +3% light +14% temporal Blind- +13% Pinning- +20% Knockbk- +27% ---------- misc Stam/turn +0.40 Max.stam +11.00 Infravis +3 Sight +2 See.Invis +7 Amulets make your neck look great! |
| Main armor | Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Light source | Shadowwrecker the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +15% darkness +15% mind ----- def ----- Resists +3% mind Max.HP +40.00 ---------- misc 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. |
| Cloak | Eilinenor the Scorchvalor (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Dex +3 Con dps ---------- Spell.crit +4% Mov.spd +17% Melee+ 10 manaburn arcane 7 fire burn Ranged+ 7 manaburn arcane 5 fire burn Dmg.mod +6% blight +7% fire burn +11% manaburn arcane ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Phys.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Die.at -50.00 life HP.reg +4.00 ---------- misc Vim/s.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | rough leather belt 'Mayoralle'1.0 T1 belt armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% acid ----- def ----- Resists +3% blight Phys.save +5 (+3 eff.) Disease- +10% Stun/Frz- +20% ---------- misc Max.psi +10.00 A belt that goes around your waist. |
Inventory
acid wave rune of the sneak (damage 183; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 183.34 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
serendipitous copper amulet0.1 T1 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Unseen.red 11% Amulets make your neck look great! |
psionicist's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Blind- +22% ---------- misc Infravis +3 See.Stealth +7 See.Invis +6 Rings make your fingers look great! |
cruel yew magestaff of might (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +20% Crit.mult +12.00% Spell.pwr +9 (+9 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's yew starstaff of wizardry (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Phys.crit +6.0% Spell.crit +3% Spell.pwr +21 (+15 eff.) Melee+ 21 arcane Dmg.mod +20% darkness ---------- misc Max.mana +76.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew starstaff of protection (129% power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +13 (+11 eff.) Dmg.mod +25% physical ----- def ----- Resists +12% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew magestaff (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+9 eff.) S.pwr/crit +4 Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of breaching (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+9 eff.) Dmg.mod +20% darkness Res.pen +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel battleaxe 'Islylenn' (138% power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Disrupt Power 139% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Against +14% Unnatural While equipped: Stats +3 Wil dps ---------- Phys.crit +4.0% ----- def ----- Armour +6 Resists +3% lightning Mind.save +6 (+3 eff.) Pinning- +10% Knockbk- +20% Massive two-handed battleaxes. |
dwarven-steel greatmaul of crippling (151% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Master Power 151% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Massive two-handed mauls. |
Whisper of Dusk (157% power, 9 apr) Whisper of Dusk (157% power, 9 apr)3.0 T3 greatsword 2H weapon [Unique] Master Power 157% Range: 1.6x Uses 90% Str, 50% Dex Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +16.0% Atk.spd 120% On Crit.r2 +17 phys.bleed While equipped: Stats +5 Cun +5 Dex ----- def ----- Fatigue -15% Proj.slow +17% Dusk's Whisper: Level 5.0 Pwr.cost 25 out of 50/50. Range 6 Travel.spd 2000% of base Description: You quickly move up to 6 tiles to arrive adjacent to a target location you can see, slashing through anyone in your way. During your movement, you attack all foes within one grid of your path with your weapon for 110% weapon damage, also inflicting a Deep Wound for 50% of the damage dealt over 5 turns and reducing their healing received by 30%. Struck targets left with less than 20% of their life may die instantly! A seemingly innocuous blade, it promises a swift and merciless death to your enemies if you but listen to its murmurs. |
thought-forged dwarven-steel greatsword of massacre (154% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master/Psionic Power 154% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 mind On Hit: * 27% chance to reduce all saves and defense by 19 While equipped: Stats +2 Cun +2 Wil Massive two-handed swords. |
elemental steel waraxe of daylight (111% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 light Against +7% Undead On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +5% fire Res.pen +5% fire One-handed war axes. |
honing thorny mindstar (97% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +3% physical Res.pen +4% physical ----- def ----- Resists +3% physical ---------- misc 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. |
Obsidianedge the quiver of ash arrows (17/17, 118% power, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 119% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +14 Apr +7 Crit +1.5% Capacity 17 Ranged+ +20 darkness On Crit.r2 +20 light On Hit: * 20% chance to reduce damage dealt by 16% Arrows are used with bows to pierce your foes to death. |
Gloomzeal the quiver of yew arrows (20/20, 138% power, 10 apr)3.0 T3 arrow ammo [Rare] Nature Power 139% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 20 Ranged+ +17 lightning +16 cold +8 darkness On Hit.r1 +8 darkness +16 cold On Crit.r2 +12 lightning +20 cold +8 darkness Arrows are used with bows to pierce your foes to death. |
deadly quiver of yew arrows of amnesia (24/24, 146% power, 10 apr)3.0 T3 arrow ammo [Ego+] Master/Psionic Power 147% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 24 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
Glacierriver (0 def, 6 armour, 83 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Cun dps ---------- Crit.mult +20.00% Melee+ 7 fire Dmg.mod +3% cold Res.pen +20% cold Melee Ret 7 fire ----- def ----- Armour +6 Fatigue +8% ---------- misc Equi/ret +0.16 Talents +1 Block Handheld deflection devices. |
verdant silk robe of protection (2 def, 3 armour)2.0 T4 cloth armor [Ego+] Nature/Master While equipped: Stats +4 Con dps ---------- Dmg.mod +5% nature ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +13% all Phys.save +16 (+8 eff.) Poison- +27% Disease- +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour of Xenithas (3 def, 2 armour)9.0 T1 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +1.0% Spell.crit +2% Crit.mult +10.00% Phys.pwr +3 (+1 eff.) Spell.pwr +2 (+2 eff.) ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
troll-hide rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +31.00 HP.reg +3.50 Heal.mod +11% A suit of armour made of leather. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 36.65 to 109.95 lightning damage (73.30 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
luminate dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 10 light 10 temporal Melee Ret 10 light 10 temporal ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +15% acid +18% temporal +10% light A suit of armour made of mail. |
ceremonial dwarven-steel plate armour of implacability (0 def, 16 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego++] Arcane/Master While equipped: Stats +4 Dex +3 Mag ----- def ----- Armour +16 Fatigue +17% Phys.save +7 (+4 eff.) Spell.save +10 (+10 eff.) A suit of armour made of metal plates. |
grounding hardened leather belt of the wilder1.0 T3 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Resists +5% lightning +5% temporal Mind.save +7 (+3 eff.) A belt that goes around your waist. |
thick linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 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. |
Dairoruikalthodil the Glitterbearer (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% light Melee Ret 8 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Defense +2 (+1 eff.) Rng.Def +11 (+3 eff.) Resists +9% mind Unseen.red 14% ---------- misc Light +2 Telepathy Demon Telpty rng +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Erelitoyon the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +6% mind ----- def ----- Defense +2 (+1 eff.) Resists +7% acid +7% fire +7% cold +15% mind +7% lightning Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Airbloom' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +2 Dex +8 Wil +3 Con ----- def ----- Defense +2 (+1 eff.) Resists +18% lightning Crit.chn- 19.00% ---------- misc Infravis +2 See.Invis +21 Talents +3 Glorious Presence Glorious Presence: When you fail a save against a detrimental effect, your glorious presence grants you a 30.0% chance for an additional save against it and 12.9 bonus armor for 2 turns. (Based on your Constitution and Willpower) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of Irzen's Pyre (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: dps ---------- Melee+ 7 manaburn arcane 8 fire burn Ranged+ 5 manaburn arcane 7 fire burn Dmg.mod +7% fire burn +7% manaburn arcane ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
insulating pair of hardened leather boots of kicking (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +3 Resists +8% fire +8% cold Phys.save +7 (+4 eff.) Knockback Kick: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: You kick your foe back, booting it for 100% weapon damage, knocking it back 2 tiles, and stunning it for 1 turns, as well as knocking aside all foes in its path. A pair of boots made of leather. |
insulating pair of hardened leather boots of repreive (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -6% Resists +7% fire +8% cold ---------- misc Stam/turn +2.00 Second Wind: (Instant) Puts all charms on 60 cooldown Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 26 stamina. The stamina recovery improves with your Strength and Willpower. A pair of boots made of leather. |
pair of hardened leather boots 'Belodor' (5 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Mind.crit +5% Mind.pwr +4 (+2 eff.) Dmg.mod +6% mind Res.pen +8% mind ----- def ----- Armour +3 Defense +5 (+2 eff.) Die.at -60.00 life Max.HP +100.00 A pair of boots made of leather. |
undeterred pair of hardened leather boots of kicking (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +3 Phys.save +7 (+4 eff.) Silence- +23% Confus- +25% Stun/Frz- +20% Knockback Kick: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: You kick your foe back, booting it for 100% weapon damage, knocking it back 4 tiles, and stunning it for 3 turns, as well as knocking aside all foes in its path. A pair of boots made of leather. |
restorative pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% HP.reg +2.00 Heal.mod +11% ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Loamobeisance the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Con dps ---------- Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +4 Fatigue +3% Mind.save +12 (+6 eff.) ---------- misc Equi/ret +0.08 Max.hate +2.00 Max.psi +30.00 Jump to a nearby location within range 6. The impact of your landing deals 48 physical damage (based on Strength), and knocks all enemies in a radius of 3 back up to 3 spaces away. Uses 40 power out of 40/40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 125% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
heroic hardened leather gloves (0 def, 6 armour)1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +6 Mind.save +7 (+3 eff.) Max.HP +40.00 Unarmed combat: Power 127% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +3 Apr +3 Crit +3.0% Atk.spd 125% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Acc +6 (+2 eff.) Apr +9 On Melee Ret: * 22 arcane resource burn ----- def ----- Armour +2 Resists +9% blight Spell.save +22 (+17 eff.) Unarmed combat: Power 114% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +3.0% Atk.spd 125% On Hit: * 13% chance to reduce armor by 15% * 10% chance to slow global speed by 44% * 21 arcane resource burn 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 Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+4 eff.) Max.HP +20.00 Unarmed combat: Power 107% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +10 silence Can't be worn by those with arcane powers. 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. |
restful iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Fatigue +1% HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 Unarmed combat: Power 100% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Melee+ +5 arcane On Crit.r2 +5 arcane On Hit: 10% Nightmare 1 Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of magic (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Dmg.mod +4% arcane Acc +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +23% Unarmed combat: Power 120% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +8.0% Atk.spd 100% Melee+ +6 arcane On Crit.r2 +5 arcane On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat 'Relgeradil' (2 def, 0 armour)2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +1 Cun +6 Wil dps ---------- Mind.crit +6% Dmg.mod +13% nature +12% acid Melee Ret 4 mind ----- def ----- Defense +2 (+1 eff.) Resists +19% nature +27% acid Mind.save +22 (+11 eff.) ---------- misc Max.psi +20.00 Hateful Whisper: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 88 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
dwarven-steel helm of might (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 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. |
4 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. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.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. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
160 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. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Manomnir the Winterquick (dig speed 18 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +6% cold ----- def ----- Resists +3% lightning Max.HP +21.00 Heal.mod +5% Blind- +10% Disarm- +20% ---------- misc Max.stam +15.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
supercharged steel torque of psionic shield [power 63] (31 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 63 for 5 turns Puts all charms on 31 cooldown Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psionic shield [power 75] (25 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged elm totem of thorny skin [power 21] (24 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 21 and armour hardiness by 30% Puts all charms on 24 cooldown Natural totems are made by powerful wilders to store nature power. |
piercing ash wand of shielding [power 194] (20 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Brodikan the Skeleton Brawler level 10
2nd Dusk 122nd year of Ascendancy at 04:03 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Brodikan the Skeleton Brawler level 10
9th Mirth 122nd year of Ascendancy at 14:49 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Brodikan the Skeleton Brawler level 20
20th Haze 122nd year of Ascendancy at 21:26 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Brodikan the Skeleton Brawler level 9
9th Mirth 122nd year of Ascendancy at 05:57 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Brodikan the Skeleton Brawler level 9
8th Mirth 122nd year of Ascendancy at 14:49 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Brodikan the Skeleton Brawler level 12
13rd Dusk 122nd year of Ascendancy at 13:31 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Brodikan the Skeleton Brawler level 15
27th Dusk 122nd year of Ascendancy at 09:53 see stats
Log
Mayiwe the sandworm receives 296 healing.
Burning from Brodikan hits Mayiwe the sandworm for 5 fire damage.
Mayiwe the sandworm receives 10 healing from Poison from Brodikan.
Poison from Brodikan hits Eiliniwyn the red ooze for 2 nature damage.
Brodikan is less vulnerable to fire.
Eiliniwyn the red ooze uses Blindside.
Eiliniwyn the red ooze misses Brodikan.
Melee retaliation hits Eiliniwyn the red ooze for 6 acid damage.
Eiliniwyn the red ooze hits Brodikan for (13 flat reduction), 17 mind (17 total damage).
Shadow casts Shadow Flames.
Eiliniwyn the red ooze stops being poisoned.
Burning from Brodikan hits Mayiwe the sandworm for 5 fire damage.
Mayiwe the sandworm receives 10 healing from Poison from Brodikan.
Mayiwe the sandworm summons a Ritch Flamespitter!
Brodikan is no longer evading attacks.
Eiliniwyn the red ooze rushes out!
Eiliniwyn the red ooze misses Brodikan.
Shadow casts Shadow Flames.
Eiliniwyn the red ooze hits Brodikan for (13 flat reduction), 19 mind (19 total damage).
Shadow hits Brodikan for (13 flat reduction), 125 fire (125 total damage).
Melee retaliation hits Eiliniwyn the red ooze for 6 acid damage.
Brodikan the level 20 skeleton brawler was blazed to death by a shadow on level 4 of Sandworm lair.
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.
Shadow killed Brodikan!
Saving game...
Saving done.



















































































































