











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/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.
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Item Notes 1.7.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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! Ashes of Urh'Rok 1.7.4Official Expansion!Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 Embers of Rage 1.7.4Official Expansion!Pragmatic Heroism 1.7.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Solipsist |
| Level / Exp | 19 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by Voriwe the dremling at level 19 on the 34th Haze 122nd year of Ascendancy at 10:08 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 64 (base 45) |
| Cunning | 49 (base 41) |
Resources
| Life | -41/479 |
| Psi | 0/277 |
| Healing Factor | 1.2124166372473 |
| Regeneration | 3.6978707436044 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 33.294708266768 |
| See Invisible | 33.294708266768 |
Offense: Mainhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Offhand
| Damage | 19 |
| Accuracy | 46 |
| Crit Chance | 15% |
| APR | 29 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Blight | +3% |
| Nature | +10% |
| Mind | +14% |
| All | 0% |
Offense: Damage Penetration
| Nature | +10% |
| Mind | +10% |
| Light | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 7 (35.65183292883%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 28 |
| Mental Save | 50 |
Defense: Resistances
| Lightning | + 38%( 70%) |
| Light | + 20%( 70%) |
| Blight | + 16%( 70%) |
| Acid | + 12%( 70%) |
| Cold | + 14%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 21% |
| Bleed Resistance | 0% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 169 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 chunk of ghoul flesh. * You've found the needed green worm. * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. 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. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' 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 length of troll intestine. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed xorn fragment. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Vorima (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +1 Dex +2 Mag +2 Wil +2 Cun +6 Con dps ---------- S.pwr/crit +2 ----- def ----- Armour +3 Fatigue +2% Phys.save +12 (+6 eff.) Mind.save +11 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc 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 | Gloryvea (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Wil +3 Con dps ---------- Dmg.mod +6% mind Res.pen +10% mind ----- def ----- Armour +1 Fatigue +1% Resists +3% acid Mind.save +3 (+1 eff.) A cap made of leather. |
| On hands | Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+2 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.9 Pwr.cost 17 out of 22/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Dazzlebreacher0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% blight Res.pen +15% light Melee Ret 6 lightning ----- def ----- Resists +12% lightning +3% light HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
| On fingers | psionicist's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Mind.save +6 (+2 eff.) Rings make your fingers look great! |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Icetrail4.0 T1 sling 1H weapon [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +2 Con ----- def ----- Resists +9% light +6% cold Spell.save +3 (+1 eff.) Die.at -20.00 life Max.HP +40.00 Knockbk- +10% ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 60 life over 5 turns Puts all charms on 17 cooldown Slings are used to hurl stones or metal shots at your foes. |
| Around waist | rough leather belt 'Belunn'1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Cun +4 Mag ----- def ----- Defense +15 (+5 eff.) Mind.save +6 (+2 eff.) Max.HP +52.00 A belt that goes around your waist. |
| In off hand | Saludhevena the thorny mindstar (8-9 power, 29 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +29 Crit +3.5% Atk.spd 100% On Crit.r2 +8 acid +8 temporal While equipped: dps ---------- Mind.crit +6% Mind.pwr +8 (+3 eff.) Dmg.mod +8% mind Acc +20 (+10 eff.) ----- def ----- Defense +15 (+5 eff.) ---------- misc Stam/turn +3.00 Psi/m.crit +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | linen cloak 'Scabvortex' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 57% ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | mindwoven linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +5% blight +7% all Mind.save +16 (+5 eff.) Max.HP +44.00 HP.reg +1.80 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the wizard (heal 99; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 99 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the sneak (speed 547%; cd 14)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 547% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
warrior's copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +5% physical Heal.mod +11% Cut- +40% ---------- misc Stam/turn +0.30 Heal: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 311 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Pyrequench0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Res.pen +5% fire ----- def ----- Resists +12% lightning +3% darkness +3% nature Mind.save +6 (+2 eff.) HP.reg +2.00 Disarm- +20% Rings make your fingers look great! |
Urthublek the elm starstaff (14-17 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Rare] Arcane Power 14.0 - 16.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Wil dps ---------- Spell.crit +1% Spell.pwr +6 (+3 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +6% blight +14% physical ----- def ----- Phys.save +3 (+1 eff.) Mind.save +3 (+1 eff.) Max.HP +80.00 Confus- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Icequake (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +13.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% cold +15% arcane +12% nature ----- def ----- Resists +18% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Zerurath the Sparktrail (19-23 power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Random Unique] Arcane/Master Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +8% Crit.mult +13.00% Spell.pwr +15 (+5 eff.) Melee+ 22 arcane Dmg.mod +9% lightning +3% temporal +19% arcane ----- def ----- Resists +3% temporal Anom.red +10 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Lightwisp' (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) S.pwr/crit +4 Dmg.mod +3% arcane +15% physical Res.pen +15% light Melee Ret 4 light ----- def ----- Resists +9% light Phys.save +3 (+1 eff.) Spell.save +6 (+3 eff.) Teleport- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen ash magestaff of power (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +10 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +4 Hardiness +4% Phys.save +3 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen ash magestaff of warding (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Armour +8 Hardiness +2% Defense +5 (+2 eff.) Phys.save +3 (+1 eff.) ---------- misc Wards +2 arcane Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash starstaff of warding (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% temporal ----- def ----- Armour +4 Defense +4 (+1 eff.) ---------- misc Mana/turn +0.20 Max.mana +46.00 Wards +2 temporal Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Durerach the iron battleaxe (16-24 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Disrupt Power 16.0 - 24.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Con ----- def ----- Resists +10% acid +10% lightning +10% fire +10% cold +5% all Spell.save +7 (+3 eff.) Cut- +20% Massive two-handed battleaxes. |
chilling iron battleaxe (14-20 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 13.5 - 20.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 cold Massive two-handed battleaxes. |
hateful steel battleaxe of persecution (21-32 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Disrupt/Psionic Power 21.0 - 31.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 darkness Against +9% Living +14% Unnatural While equipped: Stats +2 Wil Massive two-handed battleaxes. |
steel greatsword 'Samalach' (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Psionic Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +4.0% Atk.spd 100% Melee+ +10 mind On Crit.r2 +12 physical On Hit: * 17% chance to reduce all saves and defense by 30 While equipped: Stats +3 Cun +3 Wil dps ---------- Acc +5 (+3 eff.) Apr +1 ----- def ----- Armour +6 Resists +3% physical Massive two-handed swords. |
steel greatsword of crippling (22-35 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego+] Master Power 22.0 - 35.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Massive two-handed swords. |
steel greatsword of massacre (34-54 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Master Power 33.5 - 53.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
hateful dwarven-steel greatsword of paradox (36-57 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane/Psionic Power 35.5 - 56.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 darkness +7 temporal Against +9% Living While equipped: ----- def ----- Resists +16% temporal Massive two-handed swords. |
hateful steel longsword of vileness (14-20 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Arcane/Psionic Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 blight +5 darkness Against +7% Living On Hit: * 7% chance to reduce strength, dexterity, and constitution by 5 Sharp, long, and deadly. |
truestriking steel longsword (18-25 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego+] Master Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +7 (+4 eff.) Apr +7 Sharp, long, and deadly. |
Samomalin the Demonfist (13-18 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Psionic Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Cun dps ---------- Mind.pwr +15 (+5 eff.) Res.pen +15% darkness ---------- misc Psi/ret +0.04 Max.psi +20.00 Blunt and deadly. |
dwarven-steel waraxe 'Singeidol' (18-24 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Random Unique] Arcane Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 blight +20 fire +8 temporal On Hit.r1 +4 temporal +8 fire On Hit: 20% Epidemic 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Dmg.mod +3% temporal ----- def ----- Disease- +13% One-handed war axes. |
Gatar the voratun waraxe (39-55 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 39.0 - 54.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +11 fire While equipped: Stats +5 Dex +2 Wil dps ---------- Phys.spd +10% Dmg.mod +3% blight Res.pen +10% mind Phasing +30% Acc +28 (+14 eff.) ----- def ----- Defense +13 (+4 eff.) Mind.save +6 (+2 eff.) Disarm- +30% One-handed war axes. |
Gurathra the steel dagger (14-18 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Arcane Power 13.5 - 17.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +16 mind On Crit.r2 +8 mind On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +2 Str +3 Wil dps ---------- Dmg.mod +12% mind ---------- misc See.Invis +9 Sharp, short and deadly. |
flaming steel dagger of vileness (14-18 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 blight On Hit.r1 +8 fire On Hit: * 7% chance to reduce strength, dexterity, and constitution by 5 Sharp, short and deadly. |
steel dagger of vileness (14-18 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 5 Sharp, short and deadly. |
Healwind the mossy mindstar (3-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Crit.r2 +4 nature +4 fire While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Crit.mult +6.00% Mind.pwr +2 (+1 eff.) Dmg.mod +6% fire ---------- 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. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 114.66 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
blooming mossy mindstar of life (3-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.60 Heal.mod +12% Heal/summ +10 ---------- 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. |
horrifying vined mindstar of clarity (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun 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+ 4 mind 5 darkness Dmg.mod +3% mind +3% darkness ----- def ----- Mind.save +2 (+1 eff.) ---------- misc Max.psi +16.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative thorny mindstar (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Mind.crit +3% Crit.mult +10.00% Mind.pwr +6 (+2 eff.) ---------- 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. |
Searwrither4.0 T2 sling 1H weapon Reqs Dex 16 [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 cold On Hit.r1 +16 acid On Crit.r2 +4 acid While equipped: dps ---------- Dmg.mod +3% fire +10% cold Res.pen +10% fire On Hit (Ranged): * 20% chance to reduce armor by 12% ----- def ----- Resists +12% fire Slings are used to hurl stones or metal shots at your foes. |
mighty hardened leather sling of cold4.0 T3 sling 1H weapon Reqs Dex 24 [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +10 cold While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+7 eff.) Dmg.mod +10% cold Slings are used to hurl stones or metal shots at your foes. |
steady hardened leather sling of enduring4.0 T3 sling 1H weapon Reqs Dex 24 [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +6 Con +8 Wil dps ---------- Phys.crit +3.0% Acc +7 (+4 eff.) ----- def ----- Max.HP +33.00 Slings are used to hurl stones or metal shots at your foes. |
steel steamgun of enduring4.0 T2 steamgun 1H weapon Reqs Dex 16 Steam Pool [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +6 Con +6 Wil ----- def ----- Max.HP +28.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgun of acid4.0 T5 steamgun 1H weapon Reqs Dex 48 Steam Pool [Ego] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +8 acid Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +12% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
high-capacity pouch of steel shots (45/45, 22-26 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Master Power 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 45 While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
pouch of steel shots 'Morningstriker' (16/16, 18-21 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Rare] Nature Power 17.5 - 21.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 16 Ranged+ +10 nature +16 light On Hit.r1 +16 light +16 lightning On Crit.r2 +8 lightning Shots are used with slings to pummel your foes to death. |
tundral pouch of steel shots of accuracy (10/14, 21-25 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Nature/Master Power 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +9 Apr +2 Crit +4.5% Capacity 14 Ranged+ +10 cold On Crit.r2 +6 cold Shots are used with slings to pummel your foes to death. |
barbed pouch of dwarven-steel shots (19/19, 38-46 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego+] Master Power 38.0 - 45.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +11.0% Capacity 19 On Crit: * Wound the target dealing 23 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
iron shield 'Flashoracle' (0 def, 2 armour, 10-13 power, 20.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 10.5 - 12.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: Stats +3 Con +1 Wil dps ---------- Melee Ret 6 nature ----- def ----- Armour +2 Fatigue +8% Resists +24% lightning +17% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Bobar the steel shield (0 def, 10 armour, 12-15 power, 36.5 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Rare] Master When used to Attack: Power 12.5 - 15.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +36 Melee+ +8 physical On Hit.r1 +8 physical While equipped: Stats +5 Str +3 Dex +2 Mag +6 Cun dps ---------- Acc +7 (+4 eff.) ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
flaming steel shield of lightning resistance (+15%) (0 def, 4 armour, 12-14 power, 43 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego] Nature/Master When used to Attack: Power 12.0 - 14.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +43 On Hit.r1 +12 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 1 fire ----- def ----- Armour +4 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 16-19 power, 41 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Normal] When used to Attack: Power 15.5 - 18.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced dwarven-steel shield (0 def, 9 armour, 31-37 power, 103 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Master When used to Attack: Power 31.0 - 37.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +103 While equipped: ----- def ----- Armour +9 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +6% blight +7% all Max.HP +40.00 HP.reg +1.50 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of darkness (+21%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) Dmg.mod +14% darkness ----- def ----- Resists +21% darkness +9% all Spell.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +11 (+4 eff.) Dmg.mod +6% all ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of protection (3 def, 4 armour)2.0 T3 cloth armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +3 (+1 eff.) Resists +11% all Phys.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dagylin the Quenchmarrow (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Rare] Master While equipped: Stats +1 Cun dps ---------- Phys.crit +4.0% Crit.mult +27.00% Phys.pwr +6 (+6 eff.) Spell.pwr +10 (+4 eff.) Dmg.mod +6% cold Melee Ret 6 mind ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% ---------- misc Vim/s.crit +1.00 A suit of armour made of leather. |
cured leather armour 'Turudrablek' (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Con ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +6% mind +15% fire Phys.save +9 (+4 eff.) Mind.save +10 (+3 eff.) Die.at -20.00 life Max.HP +24.00 A suit of armour made of leather. |
rejuvenating drakeskin leather armour of the deep (20 def, 10 armour)9.0 T5 light armor Reqs Str 20 [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +20 (+7 eff.) Fatigue +8% Resists +5% acid +5% cold HP.reg +2.00 ---------- misc Stam/turn +0.80 Breathe water A suit of armour made of leather. |
Sunwarden (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Melee Ret 4 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% mind +12% fire Max.HP +36.00 A suit of armour made of mail. |
prismatic steel mail armour of acid resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% acid +12% light +12% darkness A suit of armour made of mail. |
dwarven-steel mail armour of the deep (3 def, 9 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature While equipped: ----- def ----- Armour +9 Defense +3 (+1 eff.) Fatigue +12% Resists +6% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
enlightening dwarven-steel mail armour of lightning resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Master/Psionic While equipped: Stats +3 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +23% lightning Mind.save +14 (+5 eff.) A suit of armour made of mail. |
Nerinne the Tidequeller (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Res.pen +15% lightning +10% cold ----- def ----- Armour +9 Fatigue +22% Resists +34% acid +14% darkness +11% blight +12% cold +3% lightning ---------- misc Light +1 A suit of armour made of metal plates. |
linen cloak of conjuring (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Crit.mult +12.00% Spell.pwr +4 (+2 eff.) Dmg.mod +6% arcane Res.pen +6% arcane ----- def ----- Defense +1 (+0 eff.) ---------- misc Max.mana +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 57.99 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
rough leather gloves 'Helltyphoon' (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Mind.crit +2% Melee+ 6 light Dmg.mod +4% light +3% fire Res.pen +10% arcane ----- def ----- Armour +1 Resists +7% light ---------- misc Hate/m.crit +1.00 Max.psi +30.00 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. |
polar hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+8 eff.) Melee+ 8 cold Dmg.mod +4% cold ----- def ----- Armour +2 Resists +8% cold 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. |
Glacierreaper the dwarven-steel gauntlets (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +9% cold On Hit (Melee): * 10% chance to slow global speed by 57% ----- def ----- Armour +4 Fatigue +3% Resists +12% mind Phys.save +19 (+9 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+2 eff.) Disarm- +32% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+5 eff.) Melee+ 7 acid Dmg.mod +4% acid ----- def ----- Armour +2 Fatigue +3% Resists +6% acid 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. |
shielding linen wizard hat of knowledge (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil +4 Cun dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 43.96 to 131.87 lightning damage (87.91 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
grounding rough leather cap of absorption (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal ---------- misc Stam/ret +0.80 Equi/ret +0.80 A cap made of leather. |
grounding rough leather cap of might (0 def, 1 armour)2.0 T1 head armor [Ego+] Nature/Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
stabilizing rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+5 eff.) A cap made of leather. |
Daybreaker (0 def, 11 armour) =water=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Res.pen +10% light ----- def ----- Armour +11 Fatigue +5% Resists +8% cold Phys.save +3 (+1 eff.) ---------- misc Stam/turn +3.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
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. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
57 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(121 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern of the zealot2.0 T1 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +6 (+3 eff.) ---------- 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. |
Nurek (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +5.0% Crit.mult +5.00% Dmg.mod +6% nature Acc +10 (+5 eff.) ----- def ----- Resists +11% nature ---------- misc Max.mana +20.00 Max.stam +10.00 Max.vim +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Xeryseda [power 1] (22 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Spell.crit +1% Crit.mult +5.00% Res.pen +5% blight +10% acid Melee Ret 2 acid ---------- misc Mana/turn +0.12 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 194] (13 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Mind Daddy the Thalore Solipsist level 11
9th Dusk 122nd year of Ascendancy at 08:53 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mind Daddy the Thalore Solipsist level 10
2nd Summertide 122nd year of Ascendancy at 05:00 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Mind Daddy the Thalore Solipsist level 18
46th Dusk 122nd year of Ascendancy at 03:42 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Mind Daddy the Thalore Solipsist level 11
14th Dusk 122nd year of Ascendancy at 23:00 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mind Daddy the Thalore Solipsist level 16
27th Dusk 122nd year of Ascendancy at 10:13 see stats
Log
Mind Daddy is not stunned anymore.
Talent Ravage is ready to use.
Talent Distortion Bolt is ready to use.
Talent Mind Sear is ready to use.
Mind Daddy receives 3 healing (3 psi heal).
Mind Daddy converts some damage to Psi!
Voriwe the dremling's fire area effect hits Mind Daddy for 14 to psi, 19 fire (33 total damage).
Mind Daddy is recovering from the damage!
Voriwe the dremling uses Frenzy.
Mind Daddy has been overwhelmed.
Mind Daddy burns with dark flames.
Voriwe the dremling misses Mind Daddy.
Mind Daddy HEALS from nature damage!
Mind Daddy converts some damage to Psi!
Voriwe the dremling receives 36 healing.
Voriwe the dremling hits Mind Daddy for 14 to psi, 20 physical, 3 to psi, 4 lightning, 2 to psi, 3 fire, 8 to psi, 11 physical, 4 to psi, 6 nature, 1 healing (1 psi heal), 3 to psi, 5 lightning, 15 to psi, 22 physical, 3 to psi, 4 lightning, 2 to psi, 3 fire, 19 to psi, 27 physical, 3 to psi, 4 lightning, 2 to psi, 3 fire, 8 to psi, 11 physical, 5 to psi, 7 nature, 1 healing (1 psi heal), 4 to psi, 5 lightning, 18 to psi, 26 physical, 3 to psi, 4 lightning, 2 to psi, 3 fire, 1 to psi, 23 physical, 13 nature, 1 healing (1 psi heal), 1 to psi, 9 lightning (330 total damage) [8 healing].
Rain of Fire hits Mind Daddy for 8 to psi, 11 physical, 8 to psi, 11 fire (38 total damage).
Melee retaliation hits Voriwe the dremling for (7 turned into osmosis), 7 lightning, (7 turned into osmosis), 7 lightning, (7 turned into osmosis), 7 lightning, (7 turned into osmosis), 7 lightning, (7 turned into osmosis), 7 lightning, (7 turned into osmosis), 7 lightning, (7 turned into osmosis), 7 lightning (46 total damage).
Talent Distortion Wave is ready to use.
Talent Psychic Lobotomy is ready to use.
Mind Daddy converts some damage to Psi!
Only Ashes Left from Voriwe the dremling hits Mind Daddy for 10 to psi, 14 darkness (24 total damage).
Mind Daddy receives 3 healing (3 psi heal).
Mind Daddy converts some damage to Psi!
Voriwe the dremling's fire area effect hits Mind Daddy for 1 to psi, 37 fire (38 total damage).
Mind Daddy is no longer being stalked by Rain of Fire.
Voriwe the dremling retunes the fabric of spacetime.
Voriwe the dremling receives 2 healing.
Rain of Fire hits Mind Daddy for 22 physical damage.
Mind Daddy the level 19 thalore solipsist was mauled to death by Voriwe the dremling on level 1 of The Maze.

























































































































