Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Improved Combat Text v2 1.6.0Description 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 1.7.4Official 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.
Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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:
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:
Items Vault 1.7.0Donators/Buyers bonus! Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ghoul |
Class | Brawler |
Level / Exp | 19 / 60% |
Size | medium |
Lifes / Deaths | Killed by Ivuma the fox at level 19 on the 42nd Haze 122nd year of Ascendancy at 15:25 / 1 |
Primary Stats
Strength | 42 (base 13) |
Dexterity | 45 (base 43) |
Constitution | 26 (base 10) |
Magic | 18 (base 10) |
Willpower | 28 (base 10) |
Cunning | 49 (base 40) |
Resources
Life | -22/659 |
Stamina | 224/243 |
Healing Factor | 1.3316586254954 |
Regeneration | 4.3278905328601 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 8 |
See Stealth | 33.294708266768 |
See Invisible | 36.294708266768 |
Offense: Barehand
Damage | 68 |
Accuracy | 45 |
Crit Chance | 15% |
APR | 22 |
Speed | 0.80 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Mind | +4% |
Arcane | +14% |
Light | +12% |
All | 0% |
Offense: Damage Penetration
Mind | +5% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 30 (35.65183292883%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 16 |
Mental Save | 29 |
Defense: Resistances
Acid | + 11%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 11%( 70%) |
All | 0%( 70%) |
Lightning | + 13%( 70%) |
Light | + 3%( 70%) |
Physical | + 2%( 70%) |
Mind | + 6%( 70%) |
Fire | + 14%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Bleed Resistance | 100% |
Confusion Resistance | 25% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 80% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 224 damage for 4 turns. Its effects scale with your Constitution 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: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 91.60 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 Willpower stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by Isema the forest troll. Escort: injured seer (level 1 of Ruins of Kor'Pul) | failed |
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 |
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 bloated horror heart. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within | active |
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 | scholar's pair of iron boots of speed (0 def, 3 armour) scholar's pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | Unlightgrit the hardened leather gloves (0 def, 2 armour) Unlightgrit the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Melee+ 5 mind Dmg.mod +5% arcane +4% mind Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +2 Resists +6% mind +6% nature HP.reg +1.00 ---------- misc Stam/turn +0.70 Max.stam +14.00 Unarmed combat: Power 115% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% Melee+ +8 arcane On Crit.r2 +5 arcane +7 mind On Hit: 10% Nightmare 3 On Hit: 20% Psychic Lobotomy 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | iron helm 'Gerach' (0 def, 3 armour) iron helm 'Gerach' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +6 Str +3 Wil +3 Cun dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +3% fire +2% physical Def/telep +5 Res/telep +5% Dur/telep +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Icetouch the elm wand of shielding [power 116] (20 cooldown) Icetouch the elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +9 Str dps ---------- Res.pen +5% mind Melee Ret 2 cold ----- def ----- Crit.chn- 5.00% ---------- misc See.Invis +3 Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | copper citrine ring copper citrine ring0.1 T1 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Str +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +12% light +9% arcane Acc +8 (+2 eff.) Apr +9 ----- def ----- Armour +6 Defense +9 (+3 eff.) Resists +5% arcane ---------- misc Light +4 Infravis +4 Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | copper citrine ring copper citrine ring0.1 T1 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +7 Wil ----- def ----- Resists +11% acid +3% light +11% fire +11% cold +13% lightning Mind.save +13 (+7 eff.) Confus- +25% ---------- misc Max.hate +2.00 Light +7 Infravis +4 Rings make your fingers look great! |
Around neck | Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 211 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Light source | Porimikira the brass lantern Porimikira the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex ----- def ----- Resists +5% arcane +3% nature Max.HP +43.00 Heal.mod +20% ---------- misc Max.stam +30.00 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 | Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Inventory
healing infusion of the titan (heal 130; cd 13) healing infusion of the titan (heal 130; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 155; 14 cd) regeneration infusion of the psychic (heal 155; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 155 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
clarifying gold amulet clarifying gold amulet0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Confus- +20% Amulets make your neck look great! |
Oakimmortal the copper ring Oakimmortal the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun ----- def ----- Resists +3% nature +9% fire Mind.save +3 (+2 eff.) Die.at -60.00 life HP.reg +2.00 Stun/Frz- +32% Rings make your fingers look great! |
Getuharavon Getuharavon0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +5 Str +4 Mag +2 Con dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning ---------- misc Light +3 Rings make your fingers look great! |
Vargh Redemption =6con= Vargh Redemption =6con=0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.39 cold and 11.39 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Belamitira (120% power, 4 apr, lightning element) Belamitira (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Nature/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 +12% Crit.mult +11.00% Spell.pwr +9 (+5 eff.) Dmg.mod +20% lightning +6% acid Res.pen +5% acid ----- def ----- Defense +14 (+5 eff.) Resists +9% blight ---------- misc Light +6 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 and deals 78.21 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
potent yew vilestaff of fate (124% power, 4 apr, darkness element) potent yew vilestaff of fate (124% power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 124% 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 +6% Spell.pwr +12 (+6 eff.) Dmg.mod +22% darkness ----- def ----- Phys.save +5 (+3 eff.) Spell.save +7 (+5 eff.) Mind.save +7 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic steel battleaxe of paradox (120% power, 2 apr) acidic steel battleaxe of paradox (120% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 121% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 temporal On Crit: * Splash the target with acid dealing 71 damage over 5 turns and reducing armor and accuracy by 9 While equipped: ----- def ----- Resists +12% temporal Massive two-handed battleaxes. |
balanced steel battleaxe of massacre (133% power, 2 apr) balanced steel battleaxe of massacre (133% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master Power 134% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +28% Massive two-handed battleaxes. |
steel greatmaul 'Demonjeer' (132% power, 2 apr) steel greatmaul 'Demonjeer' (132% power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Master/Psionic Power 133% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +13 darkness Against +9% Living On Hit.r1 +8 darkness On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Dmg.mod +6% darkness Melee Ret 2 light ----- def ----- Resists +3% darkness Massive two-handed mauls. |
acidic steel greatsword of erosion (128% power, 2 apr) acidic steel greatsword of erosion (128% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Nature Power 128% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 nature On Crit: * Splash the target with acid dealing 71 damage over 5 turns and reducing armor and accuracy by 9 Massive two-handed swords. |
steel greatsword of persecution (123% power, 2 apr) steel greatsword of persecution (123% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Disrupt Power 123% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Against +9% Unnatural While equipped: Stats +2 Wil Massive two-handed swords. |
balanced steel longsword of erosion (112% power, 3 apr) balanced steel longsword of erosion (112% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature/Master Power 112% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +22% Sharp, long, and deadly. |
thought-forged steel longsword of massacre (119% power, 3 apr) thought-forged steel longsword of massacre (119% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master/Psionic Power 120% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 mind On Hit: * 10% chance to reduce all saves and defense by 24 While equipped: Stats +2 Cun +2 Wil Sharp, long, and deadly. |
iron mace of erosion (107% power, 2 apr) iron mace of erosion (107% power, 2 apr)3.0 T1 mace 1H weapon [Ego] Nature Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 nature Blunt and deadly. |
Tudan the steel mace (112% power, 3 apr) Tudan the steel mace (112% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Disrupt/Master/Psionic Power 112% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 darkness Against +5% Living On Hit: * 12 arcane resource burn While equipped: Stats +3 Con dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +8 (+3 eff.) Resists +9% fire Spell.save +6 (+5 eff.) Disarm- +23% Blunt and deadly. |
steel mace of daylight (113% power, 3 apr) steel mace of daylight (113% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 113% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 light Against +7% Undead Blunt and deadly. |
chilling steel waraxe (101% power, 3 apr) chilling steel waraxe (101% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 101% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +11 cold One-handed war axes. |
flaming steel waraxe of massacre (119% power, 3 apr) flaming steel waraxe of massacre (119% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +7 fire One-handed war axes. |
flaming dwarven-steel waraxe of massacre (131% power, 4 apr) flaming dwarven-steel waraxe of massacre (131% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane/Master Power 131% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +6 fire One-handed war axes. |
Silorawe the steel dagger (107% power, 6 apr) Silorawe the steel dagger (107% power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 107% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 cold While equipped: Stats +3 Str dps ---------- Dmg.mod +3% arcane +6% physical Res.pen +5% arcane +5% all Acc +12 (+4 eff.) Apr +7 ----- def ----- Resists +5% arcane +6% temporal Sharp, short and deadly. |
thought-forged steel dagger of erosion (104% power, 6 apr) thought-forged steel dagger of erosion (104% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Psionic Power 105% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 mind +5 nature On Hit: * 14% chance to reduce all saves and defense by 24 While equipped: Stats +3 Cun +3 Wil Sharp, short and deadly. |
arcing dwarven-steel dagger of amnesia (111% power, 7 apr) arcing dwarven-steel dagger of amnesia (111% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane/Psionic Power 111% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 43 damage Sharp, short and deadly. |
Eilinonne (170% power, 9 apr) Eilinonne (170% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Nature/Master Power 170% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +27 acid +25 nature While equipped: Stats +1 Mag dps ---------- Spell.crit +4% Spell.pwr +10 (+5 eff.) Dmg.mod +9% mind Res.pen +18% acid +15% nature Apr +12 Sharp, short and deadly. |
horrifying vined mindstar of life (85% power, 18 apr, mind damage) horrifying vined mindstar of life (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 7 mind 4 darkness Dmg.mod +4% mind +2% darkness ----- def ----- Max.HP +13.00 HP.reg +0.80 ---------- 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. |
hungering vined mindstar (83% power, 18 apr, mind damage) hungering vined mindstar (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Hate/kill +2.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 59.70 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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. |
nature's vined mindstar (85% power, 18 apr, mind damage) nature's vined mindstar (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Disease- +13% ---------- 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. |
nature's vined mindstar of balance (85% power, 18 apr, nature damage) nature's vined mindstar of balance (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +3 (+2 eff.) Disease- +11% ---------- misc Equi/ret +0.50 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. |
nature's vined mindstar of resolve (87% power, 18 apr, mind damage) nature's vined mindstar of resolve (87% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +2% blight Spell.save +4 (+4 eff.) Disease- +12% ---------- 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. |
reinforced steel steamsaw of massacre (65% power, 0 apr) reinforced steel steamsaw of massacre (65% power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Power 122% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam When used to Attack: Block +31 While equipped: ----- def ----- Armour +6 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! |
dwarven-steel steamsaw of arcane resistance (+12%) (122% power, 0 apr) dwarven-steel steamsaw of arcane resistance (+12%) (122% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Disrupt/Steamtech Power 122% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +12% arcane ---------- misc Talents +2 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! |
Neradakira (19/19, 121% power, 7 apr) Neradakira (19/19, 121% power, 7 apr)3.0 T2 arrow ammo [Random Unique] Arcane/Psionic Power 122% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +2.5% Capacity 19 Rld cld 3 Ranged+ +8 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 145 physical damage On Crit: * Splash the target with acid dealing 71 damage over 5 turns and reducing armor and accuracy by 9 While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
arcing quiver of ash arrows (17/17, 117% power, 7 apr) arcing quiver of ash arrows (17/17, 117% power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane Power 117% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 43 damage Arrows are used with bows to pierce your foes to death. |
exposing steel shield of cold resistance (+18%) (0 def, 4 armour, 105% power, 43 block) exposing steel shield of cold resistance (+18%) (0 def, 4 armour, 105% power, 43 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master/Psionic When used to Attack: Power 106% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +43 While equipped: dps ---------- On Hit (Melee): * 7% chance to reduce all saves and defense by 24 On Melee Ret: * 16% chance to reduce all saves and defense by 24 ----- def ----- Armour +4 Fatigue +8% Resists +18% cold ---------- misc Talents +1 Block Handheld deflection devices. |
shimmering linen robe (0 def, 0 armour) shimmering linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% arcane ----- def ----- Resists +7% all ---------- misc Max.mana +12.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 32.53 to 40.67 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
shimmering woollen robe (0 def, 0 armour) shimmering woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +14% arcane ----- def ----- Resists +9% all ---------- misc Max.mana +22.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+7 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
prismatic cured leather armour (6 def, 4 armour) prismatic cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +11% light +11% darkness A suit of armour made of leather. |
cleansing hardened leather armour of stability (9 def, 6 armour) cleansing hardened leather armour of stability (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +12% blight +6% physical +15% nature Phys.save +13 (+7 eff.) A suit of armour made of leather. |
hardened leather armour of resilience (9 def, 6 armour) hardened leather armour of resilience (9 def, 6 armour)9.0 T3 light armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +25.00 A suit of armour made of leather. |
rejuvenating reinforced leather armour of acid resistance (12 def, 7 armour) rejuvenating reinforced leather armour of acid resistance (12 def, 7 armour)9.0 T4 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +15% acid HP.reg +5.20 ---------- misc Stam/turn +1.30 A suit of armour made of leather. |
Nerulethra the steel mail armour (2 def, 6 armour) Nerulethra the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +9% acid Melee Ret 6 mind On Hit (Melee): * 10% chance to reduce armor by 25% ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% acid +15% temporal +17% cold Mind.save +12 (+6 eff.) A suit of armour made of mail. |
cleansing steel mail armour (2 def, 6 armour) cleansing steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +10% nature +10% blight A suit of armour made of mail. |
cleansing steel mail armour of resilience (2 def, 6 armour) cleansing steel mail armour of resilience (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +11% nature +12% blight Max.HP +31.00 A suit of armour made of mail. |
impenetrable steel mail armour of fire resistance (2 def, 11 armour) impenetrable steel mail armour of fire resistance (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +12% Resists +19% fire A suit of armour made of mail. |
enlightening dwarven-steel mail armour (3 def, 8 armour) enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Mind.save +10 (+5 eff.) A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of cold resistance (3 def, 8 armour) rejuvenating dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +19% cold HP.reg +2.20 ---------- misc Stam/turn +1.30 A suit of armour made of mail. |
impenetrable steel plate armour of resilience (0 def, 15 armour) impenetrable steel plate armour of resilience (0 def, 15 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +15 Fatigue +22% Max.HP +23.00 A suit of armour made of metal plates. |
hardened leather belt 'Viperwild' hardened leather belt 'Viperwild'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +12% nature ----- def ----- Resists +6% nature +12% temporal Spell.save +5 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Size +1 A belt that goes around your waist. |
Starspawn (2 def, 0 armour) Starspawn (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Dex +3 Con dps ---------- Res.pen +10% mind +15% light ----- def ----- Defense +2 (+1 eff.) Max.HP +33.00 ---------- misc See.Invis +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
undeterred pair of rough leather boots (0 def, 1 armour) undeterred pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +1 Silence- +22% Confus- +22% Stun/Frz- +20% A pair of boots made of leather. |
Kindleguile (0 def, 3 armour) Kindleguile (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Str +1 Con dps ---------- Phys.pwr +15 (+5 eff.) Melee Ret 6 light ----- def ----- Armour +3 Resists +6% lightning +17% temporal ---------- misc Stam/turn +3.00 A pair of boots made of leather. |
pair of iron boots of tirelessness (0 def, 3 armour) pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.50 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of iron boots of tirelessness (0 def, 3 armour) scholar's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Sunjeer' (0 def, 6 armour) pair of dwarven-steel boots 'Sunjeer' (0 def, 6 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +5.0% Phys.pwr +4 (+2 eff.) Dmg.mod +3% fire Apr +7 ----- def ----- Armour +6 Fatigue +3% Resists +9% darkness Crit.chn- 15.00% Stun/Frz- +10% Knockbk- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of the nighthunter (0 def, 2 armour) hardened leather gloves of the nighthunter (0 def, 2 armour)1.0 T2 hands armor [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +2 Resists +5% darkness ---------- misc Infravis +1 Unarmed combat: Power 115% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +4 Apr +3 Crit +10.0% Atk.spd 125% Melee+ +9 darkness On Crit: 10% Dominate 3 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 17 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) steady dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +16 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +27% Unarmed combat: Power 118% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +12 Apr +9 Crit +12.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
umbral dwarven-steel gauntlets of strength (+4) (0 def, 2 armour) umbral dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 5 darkness Dmg.mod +4% darkness ----- def ----- Armour +2 Fatigue +3% Resists +7% darkness Unarmed combat: Power 126% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: 20% Moonlight Ray 3 On Hit: * 5% chance to reduce damage dealt by 20% Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat (1 def, 0 armour) linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Dayfoe' (1 def, 0 armour) linen wizard hat 'Dayfoe' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Phys.crit +3.0% Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +12% cold Res.pen +5% light ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+3 eff.) ---------- misc Stam/turn +3.00 Psi/turn +0.14 A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Airbone' (2 def, 0 armour) cashmere wizard hat 'Airbone' (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Dex +5 Wil +5 Cun +2 Con dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +3% lightning Res.pen +15% acid ----- def ----- Defense +2 (+1 eff.) Resists +12% acid Crit.chn- 15.00% A pointy cloth hat, very wizardly... |
Dairalin (0 def, 1 armour) =water= Dairalin (0 def, 1 armour) =water=2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Wil ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +7% cold +3% light Phys.save +12 (+6 eff.) HP.reg +4.00 Heal.mod +5% ---------- misc Breathe water A cap made of leather. |
miner's rough leather cap of strength (+3) (0 def, 3 armour) miner's rough leather cap of strength (+3) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +2 A cap made of leather. |
hardened leather cap 'Wretchstun' (0 def, 3 armour) hardened leather cap 'Wretchstun' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature Res.pen +15% lightning Melee Ret 6 nature On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +3 Fatigue +3% Resists +17% lightning +8% temporal +3% nature A cap made of leather. |
Chargewild the iron helm (0 def, 3 armour) Chargewild the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +4 Dex +4 Wil dps ---------- Res.pen +15% acid ----- def ----- Armour +3 Fatigue +5% Resists +12% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing iron helm of dexterity (+2) (0 def, 3 armour) cleansing iron helm of dexterity (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% Resists +5% nature +5% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm (0 def, 4 armour) dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate 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. |
3 spinel 3 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 ametrine 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 zircon 4 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. |
aquamarine 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. |
2 amethyst 2 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 onyx 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. |
scorching brass lantern scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +6% fire ---------- 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. |
Freezeidol (dig speed 38 turns) =6con= Freezeidol (dig speed 38 turns) =6con=3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +6 Con dps ---------- Dmg.mod +6% nature Melee Ret 2 cold ----- def ----- Resists +10% nature +12% cold 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) 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. |
Transmogrification Chest 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) 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 clear mind [power 2] (31 cooldown) supercharged steel torque of clear mind [power 2] (31 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 31 cooldown Torques are made by powerful psionics to store psionic powers. |
Eilineseriawyn the yew wand of clairvoyance [power 12] (15 cooldown) Eilineseriawyn the yew wand of clairvoyance [power 12] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% mind Res.pen +5% mind ----- def ----- Crit.chn- 10.00% Phys.save +15 (+8 eff.) Max.HP +60.00 Def/telep +10 Res/telep +10% Dur/telep +10% Reveal the area around you, dispelling darkness (radius 12, power 45 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Bosebdal the Ghoul Brawler level 10
8th Haze 122nd year of Ascendancy at 10:14 see stats
By Bosebdal the Ghoul Brawler level 9
7th Haze 122nd year of Ascendancy at 20:46 see stats
By Bosebdal the Ghoul Brawler level 12
14th Haze 122nd year of Ascendancy at 04:39 see stats
By Bosebdal the Ghoul Brawler level 14
19th Haze 122nd year of Ascendancy at 18:34 see stats
Log
A shield forms around Bosebdal.
A barrier bursts from the leather jacket!
Bosebdal is no longer harassed.
Bosebdal speeds up in the retch.
Bosebdal receives 37 healing from Bosebdal's purging blight area effect.
Bosebdal's purging blight area effect hits Ivuma the fox for 16 blight damage.
Bosebdal's purging blight area effect hits Brown bear for 17 blight damage.
Your shield crumbles under the damage!
The shield around Bosebdal crumbles.
Melee retaliation hits Ivuma the fox for 1 cold damage.
Ivuma the fox hits Bosebdal for (24 flat reduction), (241 absorbed), 0 physical (0 total damage).
Mindrot hits Bosebdal for (11 flat reduction), 0 mind, (12 flat reduction), 0 darkness (0 total damage).
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Bosebdal raises their leg and snaps it downward in a devastating axe kick.
Ivuma the fox begins rampaging!
Ivuma the fox is weakened by the darkness!
Ivuma the fox's brain isn't quite working right!
Brown bear misses Bosebdal.
Bosebdal overcomes the gloom.
Talent Spinning Backhand is ready to use.
Bosebdal hits Ivuma the fox for 159 physical, 8 arcane, 5 mind (172 total damage).
Bosebdal receives 37 healing from Bosebdal's purging blight area effect.
Bosebdal's purging blight area effect hits Ivuma the fox for 16 blight damage.
Bosebdal's purging blight area effect hits Brown bear for 17 blight damage.
Ivuma the fox performs a melee critical strike against Bosebdal!
Bosebdal is no longer being stalked by Ivuma the fox.
Melee retaliation hits Ivuma the fox for 1 cold damage.
Ivuma the fox hits Bosebdal for (24 flat reduction), 307 physical (307 total damage).
Bosebdal the level 19 ghoul brawler was raked to death by Ivuma the fox on level 1 of The Maze.