










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0Embers 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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Nightmare Adventure |
| Sex | Female |
| Race | Doomelf |
| Class | Corruptor |
| Level / Exp | 22 / 45% |
| Size | medium |
| Lifes / Deaths | Killed by Elaravea the bandit at level 16 on the 61st Dusk 122nd year of Ascendancy at 08:07 3 / 2Killed by Yvubeth the gigantic gravity worm at level 22 on the 66th Haze 122nd year of Ascendancy at 03:32 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 17 (base 12) |
| Magic | 70 (base 50) |
| Willpower | 15 (base 13) |
| Cunning | 45 (base 37) |
Resources
| Life | 677/677 |
| Vim | 238/238 |
| Healing Factor | 1.0629415192739 |
| Regeneration | 8.7692675340097 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 9 |
| Crit Chance | 14% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Blight | +44% |
| Fire | +6% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Light | +15% |
| Blight | +30% |
| Arcane | +5% |
| Cold | +5% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 0 |
| Physical Save | 10 |
| Spell Save | 24 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 32%( 70%) |
| Cold | + 21%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 14%( 70%) |
| Light | + 14%( 70%) |
| Lightning | + 12%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| 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: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Corruption / Blood | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Blight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Curses | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| 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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic 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. | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed minotaur nose. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed honey tree root. * You've found the needed vial of squid ink. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed xorn fragment. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed red crystal shard. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Blizzardgrind (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% blight +6% cold Ignore resists +15% blight +5% cold On-Hit (Melee): * 20% chance to reduce armor by 35% defense ------ Armor +1 Resistance +3% acid +5% fire +6% cold A pair of boots made of leather. |
| Light source | brass lantern 'Splendourstreaker'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% fire Ignore resists +5% mind +15% light defense ------ Resistance +6% light Life +45.00 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | cashmere wizard hat 'Dairigar' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: defense ------ Defense +2 (+2 eff.) Resistance +3% lightning +8% fire +6% darkness +7% cold Life +100.00 Life Regen +4.00 Confus Resist +10% A pointy cloth hat, very wizardly... |
| Tool | extending elm wand of shielding [power 116] (13/20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane 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 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring of blight (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% blight defense ------ Resistance +11% blight Rings make your fingers look great! |
| On fingers | copper ring of blight (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% blight defense ------ Resistance +11% blight Rings make your fingers look great! |
| Around waist | Corruptionsteel the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Str +2 Mag +2 Cun defense ------ Resistance +6% nature Life +33.00 other ------- Light +1 A belt that goes around your waist. |
| In main hand | potent ash vilestaff of might (19-23 power, 3 apr, blight element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Spellpower +8 (+3 eff.) Damage +19% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Armatar (0 def, 7 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: offense ------ Spell Crit +2% Spellpower +10 (+3 eff.) Ignore resists +15% blight +5% arcane Ignore Shields +30% On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +7 Mind save +8 (+4 eff.) Life +51.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | tormentor's woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Psionic While equipped: Stats +1 Cun offense ------ Critical power +10.00% defense ------ Resistance +9% all other ------- Hate-on-crit +3.00 Psi-on-crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Coalseam' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% darkness When Hit 10 light defense ------ Defense +1 (+1 eff.) Resistance +3% blight Unlife -40.00 life Life +35.00 Life Regen +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's steel amulet of strength (+4)0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Str +4 Dex +5 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.60 Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 75; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 75 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 298; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 298 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
biting gale rune (damage 32; dur 4; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 31.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 40; cd 22)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 22 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 40 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Baradrantir the Floebraze0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +17 Lck +6 Str offense ------ Damage +6% lightning +12% cold Ignore resists +5% lightning +5% cold Accuracy +13 (+8 eff.) When Hit 4 cold defense ------ Defense +14 (+14 eff.) Fatigue -8% Resist unseen 17% Life Regen +4.00 Amulets make your neck look great! |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (149). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
mindweaver's steel amulet of vision0.1 Encumbrance T2 amulet jewelry [Ego++] Nature/Psionic While equipped: Stats +2 Wil offense ------ Mindpower +9 (+4 eff.) defense ------ Mind save +7 (+3 eff.) Blind Resist +13% Confus Resist +10% other ------- Infravision +3 Sight +2 See Invisibility +7 Amulets make your neck look great! |
titan's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+6 eff.) Life +20.00 Disarm Resist +23% Pinning Resist +22% Knockbk Resist +21% Rings make your fingers look great! |
wizard's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Blind Resist +20% other ------- Infravision +4 See Stealth +6 See Invisibility +6 Rings make your fingers look great! |
acidic dwarven-steel dagger of crippling (16-21 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Master Weapon Damage 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 140 damage over 5 turns and reducing armor and accuracy by 18 While equipped: offense ------ Physical Crit +8.0% Sharp, short and deadly. |
dwarven-steel dagger of rage (16-21 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Weapon Damage 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +3 Str offense ------ Damage +7% physical Accuracy +6 (+5 eff.) Sharp, short and deadly. |
dwarven-steel greatsword of massacre (42-67 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Master Weapon Damage 42.0 - 67.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Massive two-handed swords. |
elemental dwarven-steel greatsword of daylight (36-58 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Arcane Weapon Damage 36.0 - 57.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +14 light Damage Against +13% Undead On Hit: * Create an explosion dealing 84 lightning damage (1/turn) While equipped: offense ------ Damage +7% lightning Ignore resists +10% lightning Massive two-handed swords. |
plaguebringer's dwarven-steel greatsword of crippling (37-59 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego++] Arcane/Master Weapon Damage 37.0 - 59.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 blight On Hit: 20% Epidemic level 3 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 25 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +12.0% defense ------ Disease Resist +27% Massive two-handed swords. |
truestriking dwarven-steel greatsword of amnesia (38-60 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego++] Master/Psionic Weapon Damage 37.5 - 60.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Ignore resists +9% physical Accuracy +7 (+5 eff.) Ignore Armor +10 Massive two-handed swords. |
chilling steel longsword of massacre (24-34 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego] Arcane/Master Weapon Damage 24.0 - 33.6 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 cold Sharp, long, and deadly. |
dwarven-steel longsword of massacre (28-39 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego] Master Weapon Damage 28.0 - 39.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% Sharp, long, and deadly. |
dwarven-steel mace of paradox (29-41 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 29.0 - 40.6 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +7 temporal While equipped: defense ------ Resistance +7% temporal Blunt and deadly. |
creative vined mindstar of disruption (5-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature/Disrupt/Psionic Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% Damage Against +10% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +4 Cun offense ------ Mind Crit +2% Critical power +8.00% Mindpower +4 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ash magestaff (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elm magestaff (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Ego] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +10% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen elm vilestaff of warding (10-12 power, 2 apr, blight element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% blight defense ------ Armor +8 Hardiness +3% Defense +4 (+4 eff.) Physical save +3 (+3 eff.) other ------- Wards +2 blight Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, arcane element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal yew starstaff (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Critical power +23.00% Spellpower +15 (+5 eff.) On-Hit 17 fire Damage +20% physical other ------- See Invisibility +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff (19-23 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +9 (+3 eff.) Damage +19% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew vilestaff of fate (20-24 power, 4 apr, blight element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +9 (+3 eff.) Spellpower/crit +4 Damage +20% blight defense ------ Physical save +6 (+6 eff.) Spell save +7 (+4 eff.) Mind save +5 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff 'Rainsnake' (20-24 power, 4 apr, blight element)5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% blight Ignore resists +10% acid +5% cold defense ------ Defense +7 (+7 eff.) Resistance +5% arcane +15% temporal other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 100.99 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. |
overgrown steel steamgun4.0 Encumbrance T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On Hit: 10% Overgrowth level 2 Uses 2.0 Steam While equipped: defense ------ Life Regen +0.70 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's dwarven-steel steamgun of tinkering (+4)4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +4 Cun offense ------ Steampower +7 (+4 eff.) Accuracy +7 (+5 eff.) other ------- Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel waraxe (21-29 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Normal] Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% One-handed war axes. |
dwarven-steel waraxe (19-27 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Normal] Weapon Damage 19.0 - 26.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% One-handed war axes. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
hardened leather belt 'Yarusalach'1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +8 Mag +7 Wil offense ------ Physical Power +4 (+4 eff.) defense ------ Spell save +9 (+5 eff.) other ------- See Invisibility +9 Size +1 A belt that goes around your waist. |
nightruned rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Arcane/Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) defense ------ Resistance +5% light +5% darkness Physical save +5 (+5 eff.) A belt that goes around your waist. |
Glimmerraze the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% light On-Hit (Melee): * 10% chance to slow global speed by 42% defense ------ Defense +1 (+1 eff.) Resistance +6% blight +5% arcane Spell save +3 (+2 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nerorinne the cashmere cloak (7 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Defense +7 (+7 eff.) Resistance +9% acid +6% light +9% nature Physical save +8 (+8 eff.) other ------- Psi when Hit +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of the voidstalker (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: defense ------ Defense +10 (+10 eff.) Resistance +15% darkness +10% temporal Physical save +8 (+8 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +10% Out-of-Phase Resilience +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak (2 def, 5 armour)2.0 Encumbrance T3 cloak armor [Ego] Master While equipped: defense ------ Armor +5 Defense +2 (+2 eff.) Resistance +16% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of corrosion (+18%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +12% acid defense ------ Resistance +18% acid +9% all Mind save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Nature While equipped: Stats +3 Con offense ------ Damage +12% nature defense ------ Resistance +7% blight +9% all Life +52.00 Life Regen +1.70 Healmod +12% Poison Resist +21% Disease Resist +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Abyssstriker' (15 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: offense ------ Damage +13% lightning When Hit 8 fire defense ------ Defense +15 (+14 eff.) Resistance +19% lightning +3% blight +9% all Mind save +3 (+1 eff.) Life +40.00 Blind Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boridoleg the Blazepunish (5 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Nature While equipped: offense ------ Ignore resists +5% light defense ------ Armor +3 Defense +5 (+5 eff.) Fatigue +2% Unlife -60.00 life Life Regen +2.00 Healmod +11% Blind Resist +10% Cut Resist +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Borolathabers the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +6 Cun +4 Wil offense ------ Critical power +15.00% defense ------ Armor +3 Fatigue -7% Resistance +6% acid Physical save +7 (+7 eff.) other ------- Encumbrance +33 A pair of boots made of leather. |
Bregyyabar (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Ignore resists +10% mind defense ------ Armor +1 Resistance +3% blight +5% arcane Physical save +6 (+6 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Life +60.00 Teleport Resist +10% A pair of boots made of leather. |
Urandur the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +5 Str +1 Wil +1 Cun defense ------ Armor +1 Resistance +7% lightning +5% temporal other ------- See Invisibility +15 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+4 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
grounding pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +1 Resistance +5% lightning +5% temporal A pair of boots made of leather. |
pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Normal] While equipped: defense ------ Armor +3 A pair of boots made of leather. |
pair of hardened leather boots 'Ivyna' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Critical power +20.00% Mindpower +5 (+2 eff.) Move Speed +10% Damage +6% mind defense ------ Armor +3 Fatigue -6% Life +36.00 other ------- Stamina/turn +0.50 Psi when Hit +0.08 Max psi +40.00 A pair of boots made of leather. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Normal] While equipped: defense ------ Armor +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Un'fezan's Cap (1 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil offense ------ Spellpower +8 (+3 eff.) Mindpower +8 (+4 eff.) defense ------ Defense +1 (+1 eff.) Resistance +10% temporal +10% physical Anomaly Control +5 other ------- Masteries +0.20 Chronomancy/Timetravel Wormhole: Effective talent level: 1.0 Power cost 15 out of 15/15. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
miner's hardened leather cap of dexterity (+2) (0 def, 5 armour)2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +5 Fatigue +3% other ------- Infravision +1 A cap made of leather. |
rough leather cap of the depths (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +7% cold other ------- Breathe water A cap made of leather. |
stabilizing dwarven-steel helm of dexterity (+4) (0 def, 4 armour)3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Ego] Master While equipped: Stats +4 Dex defense ------ Armor +4 Fatigue +4% Physical save +13 (+11 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Normal] While equipped: defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% A suit of armour made of mail. |
dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Normal] While equipped: defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% A suit of armour made of mail. |
enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% Mind save +16 (+8 eff.) A suit of armour made of mail. |
prismatic cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Ego] Arcane While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +11% light +10% darkness A suit of armour made of leather. |
prismatic hardened leather armour of lightning resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +9 (+9 eff.) Fatigue +8% Resistance +15% lightning +13% light +13% darkness A suit of armour made of leather. |
rejuvenating hardened leather armour of stability (9 def, 6 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+9 eff.) Fatigue +8% Resistance +6% physical Physical save +11 (+10 eff.) Life Regen +2.40 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
steel plate armour of the dragon (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego+] Nature While equipped: defense ------ Armor +9 Fatigue +22% Resistance +7% acid +7% physical +7% cold +6% lightning +7% fire Disarm Resist +22% Stun Resist +20% Knockbk Resist +22% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
steel shield (0 def, 4 armour, 40.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
blazing quiver of yew arrows of accuracy (20/20, 34-48 power, 10 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego] Nature/Master Weapon Damage 34.0 - 47.6 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +11 Ignore Armor +10 Critical Rate +2.0% Capacity 20 On-ranged-hit +26 fire On-crit, radius 2 +12 fire Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of crippling (18/18, 20-27 power, 7 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Ego+] Master Weapon Damage 19.5 - 27.3 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +12.5% Capacity 18 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
6 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
326 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Glowumbra2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Dex offense ------ Physical Crit +1.0% Critical power +5.00% defense ------ Resistance +6% cold Mind save +6 (+3 eff.) other ------- Light +6 See Stealth +5 See Invisibility +7 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
storming pouch of dwarven-steel shots of paradox (19/19, 32-38 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego] Arcane/Nature Weapon Damage 31.5 - 37.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 19 On-ranged-hit +10 lightning +11 temporal On-crit, radius 2 +10 lightning On Hit: * 5% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
thought-forged pouch of dwarven-steel shots of vileness (22/22, 32-38 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego] Arcane/Psionic Weapon Damage 32.0 - 38.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 22 Auto Reload 6 On-ranged-hit +5 blight +8 mind On Hit: * 7% chance to reduce strength, dexterity, and constitution by 25 * 12% chance to reduce all saves and defense by 17 Shots are used with slings to pummel your foes to death. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Moghedien the Doomelf Corruptor level 22
65th Haze 122nd year of Ascendancy at 14:31 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Moghedien the Doomelf Corruptor level 17
78th Dusk 122nd year of Ascendancy at 07:28 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Moghedien the Doomelf Corruptor level 20
44th Haze 122nd year of Ascendancy at 13:04 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By Moghedien the Doomelf Corruptor level 6
77th Pyre 122nd year of Ascendancy at 12:58 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Moghedien the Doomelf Corruptor level 10
8th Mirth 122nd year of Ascendancy at 17:53 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Moghedien the Doomelf Corruptor level 20
44th Haze 122nd year of Ascendancy at 12:31 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Moghedien the Doomelf Corruptor level 19
37th Haze 122nd year of Ascendancy at 12:30 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Moghedien the Doomelf Corruptor level 20
58th Haze 122nd year of Ascendancy at 22:31 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Moghedien the Doomelf Corruptor level 16
60th Dusk 122nd year of Ascendancy at 21:01 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Moghedien the Doomelf Corruptor level 9
5th Mirth 122nd year of Ascendancy at 21:58 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Moghedien the Doomelf Corruptor level 16
60th Dusk 122nd year of Ascendancy at 03:23 see stats
Log
Bone Spike hits Yvubeth the gigantic gravity worm for 18 physical damage.
Moghedien hits Yvubeth the gigantic gravity worm for 206 blight damage.
Moghedien hits Huge sandworm burrower for 0 blight damage.
Shadow casts Blindside.
Your shield crumbles under the damage!
The shield around Moghedien crumbles.
Melee retaliation hits Shadow for 20 light damage.
Shadow hits Moghedien for (43 absorbed), 13 physical (13 total damage).
Decrepitude Disease from Moghedien hits Yvubeth the gigantic gravity worm for 40 blight damage.
Moghedien is lost in madness!
Talent Curse of Impotence is ready to use.
Agony from Yvubeth the gigantic gravity worm hits Moghedien for 16 physical, 32 mind (48 total damage).
Moghedien casts Soul Rot.
Moghedien is confused and fails to use Bone Spear.
Melee retaliation hits Shadow for 20 light damage.
Shadow hits Moghedien for (34 to bones), 0 physical (0 total damage).
Eilinunn the gigantic sandworm tunneler spits acid!
Moghedien is disarmed!
Eilinunn the gigantic sandworm tunneler hits Moghedien for (115 to bones), 0 acid (0 total damage).
Decrepitude Disease from Moghedien hits Yvubeth the gigantic gravity worm for 34 blight damage.
Yvubeth the gigantic gravity worm uses Reproach.
Yvubeth the gigantic gravity worm hits Moghedien for 51 physical, 129 mind (180 total damage).
Moghedien the level 22 doomelf corruptor was psyched to death by Yvubeth the gigantic gravity worm on level 1 of Sandworm lair.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Yvubeth the gigantic gravity worm killed Moghedien!
Saving game...
Saving done.













































































































