









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.6.0Donators/Buyers bonus! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Brawler |
| Level / Exp | 29 / 89% |
| Size | gargantuan |
| Lifes / Deaths | no deaths recorded 6 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 125 (base 13) |
| Dexterity | 69 (base 60) |
| Constitution | 58 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 69 (base 56) |
Resources
| Life | 931/931 |
| Stamina | 219/219 |
| Equilibrium | 50 |
| Healing Factor | 1.3157894736843 |
| Regeneration | 12.828947368421 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 8 |
| Infravision | 3 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 104 |
| Accuracy | 47 |
| Crit Chance | 32% |
| APR | 10 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +13% |
| Darkness | +15% |
| Cold | +39% |
| All | 0% |
Offense: Damage Penetration
| Cold | +10% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 69.413408721348 (66.666666666667%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 51 |
| Spell Save | 41 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 70%( 70%) |
| All | + 12%( 70%) |
| Darkness | + 24%( 70%) |
| Light | + 38%( 70%) |
| Physical | + 25%( 70%) |
| Lightning | + 34%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Pinning Resistance | 21% |
| Blind Resistance | 12% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 179 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 191 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 3/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Elemental Harmony |
| talent | Striking Stance |
| talent | Antimagic Shield |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| beneficial effect | Countering melee attacks: Has a 46% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
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 Strength 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed wretchling eyeball. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed black mamba head. * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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 hummerhorn wing. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| On hands | hardened leather gloves 'Gorequeller' (0 def, 8 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +1 Wil dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +5% Crit.mult +6.00% Melee+ 8 physical 5 cold Dmg.mod +4% cold +4% physical Melee Ret 4 mind ----- def ----- Armour +8 Resists +6% nature +7% cold Unarmed combat: Power 23.0 - 25.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +8.0% Atk.spd 125% On Hit.r1 +7 physical On Crit.r2 +6 ice +7 physical On Hit: 10% Ice Breath 3 On Hit: 10% Sand Breath 3 On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Toroblek the Shimmerbrand (0 def, 4 armour)3.0 T3 head armor [Random Unique] Master While equipped: Stats +6 Str +7 Con dps ---------- Phys.pwr +7 (+1 eff.) Res.pen +5% lightning ----- def ----- Armour +4 Fatigue +4% Resists +15% lightning +8% fire +9% blight +10% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Urudunakhad the ash totem of healing [power 206] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +16 ---------- misc Stam/turn +2.00 Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 15 cooldown 100% to heal for 41. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +24.00 Disarm- +20% Pinning- +21% Knockbk- +22% Rings can have magical properties. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-6 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
| Around neck | wanderer's copper amulet of vision0.1 T1 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 Blind- +12% ---------- misc Stam/turn +0.40 Infravis +3 Sight +2 See.Invis +6 Amulets can have magical properties. |
| Main armor | Elywe (29 def, 18 armour)14.0 T4 heavy armor [Random Unique] Master While equipped: Stats +9 Str dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +9% physical On Hit (Melee): * 10% chance to reduce armor by 15% ----- def ----- Armour +18 Defense +29 (+10 eff.) Fatigue +12% Resists +8% acid +15% physical +14% darkness +28% cold +10% lightning +9% fire ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
| Light source | brass lantern 'Nightthorn'2.0 T1 lite [Rare] Master While equipped: Stats +3 Str +2 Dex +2 Mag dps ---------- Dmg.mod +15% darkness Res.pen +10% cold ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Cloak | cashmere cloak 'Cyrima' (8 def, 7 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Con dps ---------- Melee Ret 4 physical ----- def ----- Armour +7 Defense +8 (+3 eff.) Resists +12% fire +21% light +15% cold Phys.save +7 (+3 eff.) Spell.save +6 (+2 eff.) Stealth +7 Die.at -40.00 life Max.HP +54.00 ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Prismrend the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Psionic While equipped: Stats +8 Str +8 Con dps ---------- Phys.pwr +14 (+2 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Resists +5% arcane +9% light Phys.save +24 (+8 eff.) ---------- misc Size +2 A belt that goes around your waist. |
Inventory
healing infusion of the duelist (heal 181; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 instantly heal yourself for 181 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the sneak (heal 203; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 instantly heal yourself for 203 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
healing infusion of the titan (heal 178; 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 178 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 775%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 775% 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 Strength 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 wizard (speed 430%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 430% 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 Magic 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 sneak (heal 368; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 368 life over 5 turns. 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. |
regeneration infusion of the sneak (heal 394; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 394 life over 5 turns. 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. |
regeneration infusion of the warrior (heal 594; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 594 life over 5 turns. 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 warrior (heal 589; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 589 life over 5 turns. 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 warrior (heal 756; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 756 life over 5 turns. 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. |
wild infusion of the duelist (res 31%; magical; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 cure yourself of one random magical effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the duelist (res 29%; magical; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 cure yourself of one random magical 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; blight, physical, darkness, lightning)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 blight, 4 physical, 5 darkness, 3 lightning Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 150 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Belugar the Willowrupture0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature Res.pen +20% darkness +10% nature ----- def ----- Resists +6% nature +6% darkness ---------- misc Masteries +0.21 Technique/Mobility Amulets can have magical properties. |
Glorurin the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +2 Wil dps ---------- Dmg.mod +12% arcane Res.pen +10% blight ----- def ----- Spell.save +18 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Amulets can have magical properties. |
Winterravager the steel amulet0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Mag dps ---------- Dmg.mod +6% cold ----- def ----- Fatigue -4% Resists +11% fire +29% cold HP.reg +2.00 Amulets can have magical properties. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Yaralin the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +3% acid +12% temporal Blind- +20% Confus- +20% Pinning- +24% Knockbk- +21% Amulets can have magical properties. |
clarifying steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% mind Confus- +24% Amulets can have magical properties. |
steel amulet 'Drithad'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Str +6 Dex +5 Wil dps ---------- Dmg.mod +3% mind ----- def ----- Resists +6% acid +12% temporal +6% cold ---------- misc Max.hate +10.00 Amulets can have magical properties. |
steel amulet 'Taintvagrant' =wil+6=0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +6 Wil dps ---------- Mind.crit +4% Crit.mult +10.00% Res.pen +20% mind Melee Ret 6 mind On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Mind.save +6 (+3 eff.) Amulets can have magical properties. |
warrior's copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
Mayogabeth the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +4.0% ----- def ----- Defense +5 (+2 eff.) Resists +3% lightning +3% acid Max.HP +22.00 Disarm- +20% Pinning- +24% Knockbk- +21% Rings can have magical properties. |
Obsidianclamor0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +1 Str +4 Con dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +6% darkness Res.pen +10% physical Acc +5 (+1 eff.) ----- def ----- Phys.save +23 (+8 eff.) Rings can have magical properties. |
copper ring 'Chillpiercer'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +2% Mind.pwr +20 (+10 eff.) Dmg.mod +10% lightning ----- def ----- Resists +20% lightning +3% fire +6% cold ---------- misc Hate/m.crit +2.00 Max.hate +4.00 Rings can have magical properties. |
copper ring 'Glitterwend'0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +30% light Melee Ret 6 mind ----- def ----- Resists +6% lightning Mind.save +6 (+3 eff.) Confus- +21% Rings can have magical properties. |
copper ring 'Malirofast'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% mind ----- def ----- Armour +2 Fatigue -5% Resists +3% light +9% nature ---------- misc Max.enc +21 Rings can have magical properties. |
psionicist's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Wil dps ---------- Acc +9 (+3 eff.) Apr +10 ----- def ----- Defense +11 (+4 eff.) Mind.save +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Khulmanar's Wrath (70-105 power, 8 apr)3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 198.53 fire damage, and flames will be left dealing a further 46.35 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Silent Blade (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Str, 45% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Spelldrinker (27-35.1 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 45% Str, 5% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Swordbreaker (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Corpsebow4.0 T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+10 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Duatheljeer (28-39.2 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Arcane/Nature Power 28.0 - 39.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +9 blight On Crit.r2 +34 fire On Hit: * 10% chance to reduce strength, dexterity, and constitution by 6 While equipped: Stats +8 Con +7 Wil dps ---------- All.spd +3% Res.pen +13% fire Melee Ret 4 darkness 2 cold ----- def ----- Resists +6% darkness +12% cold Max.HP +46.00 Blunt and deadly. |
Serpent's Glare (7-7.7 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 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 302.84 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Stormlash (17-18.7 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 16.00 to 48.00 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 125, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Noonrace the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +4 (+0 eff.) Dmg.mod +9% light +9% fire Res.pen +5% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 21 ---------- misc Light +1 A belt that goes around your waist. |
nightruned rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +2 (+2 eff.) ----- def ----- Resists +5% light +6% darkness Mind.save +5 (+2 eff.) A belt that goes around your waist. |
rough leather belt 'Frozentouch'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+0 eff.) Dmg.mod +3% cold Res.pen +5% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Resists +12% cold Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt 'Salikira'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Acc +5 (+1 eff.) On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Defense +10 (+3 eff.) Resists +12% cold Max.HP +33.00 ---------- misc Max.stam +30.00 A belt that goes around your waist. |
rough leather belt of unlife =water=1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Gotha (16 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Mag dps ---------- Phys.crit +2.0% Phys.pwr +1 (+0 eff.) Acc +5 (+1 eff.) ----- def ----- Defense +16 (+5 eff.) Fatigue -3% Resists +6% fire Phys.save +12 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Heatstreak the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +6% mind ----- def ----- Defense +1 (+0 eff.) Resists +3% fire Die.at -80.00 life ---------- misc Psi/ret +0.16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+7 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Weepscar the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +3 Wil +3 Cun +2 Con dps ---------- Melee Ret 2 nature ----- def ----- Defense +1 (+0 eff.) Resists +3% acid ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Armidil' (22 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +7 Dex dps ---------- Dmg.mod +12% temporal Acc +5 (+1 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +22 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of the voidstalker (8 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +8 (+3 eff.) Resists +10% darkness +12% temporal Phys.save +6 (+2 eff.) Def/telep +11 Res/telep +10% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +9% blight +11% all Max.HP +40.00 HP.reg +2.50 Heal.mod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +9% blight +11% all Max.HP +55.00 HP.reg +2.10 Heal.mod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 54% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Hellkiller (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.pwr +15 (+8 eff.) Res.pen +20% fire ----- def ----- Armour +1 Resists +6% lightning +7% temporal Confus- +20% Pinning- +10% A pair of boots made of leather. |
Sunfear the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% light ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +3% light Max.HP +20.00 HP.reg +4.00 Confus- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Eilinyvena' (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +15 Str +9 Dex +6 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +7% physical Acc +10 (+3 eff.) ----- def ----- Armour +4 Fatigue +3% Phys.save +6 (+2 eff.) ---------- misc Max.stam +30.00 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Grinoblek' (0 def, 4 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +4 Dex +1 Wil +1 Con +6 Lck dps ---------- Mind.crit +1% ----- def ----- Armour +4 Stealth +5 ---------- misc Stam/turn +0.40 Hate/m.crit +2.00 Max.stam +13.00 Infravis +1 See.Invis +6 A pair of boots made of leather. |
pair of rough leather boots 'Ce'Narin' (0 def, 13 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +4 Str dps ---------- Dmg.mod +6% physical ----- def ----- Armour +13 Resists +7% lightning +6% temporal Die.at -80.00 life A pair of boots made of leather. |
wanderer's pair of dwarven-steel boots of disengagement (0 def, 4 armour)3.0 T3 feet armor [Ego++] Master While equipped: Stats +2 Dex +5 Cun +2 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +12 (+4 eff.) Mind.save +15 (+7 eff.) Disengage: Puts all charms on 15 cooldown Level 2.6 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 125% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets 'Corruptionmistress' (0 def, 2 armour) =wil+7=1.5 T2 hands armor [Rare] Nature While equipped: Stats +7 Wil dps ---------- Crit.mult +5.00% Melee+ 11 acid Dmg.mod +5% acid Melee Ret 4 mind ----- def ----- Armour +2 Fatigue +3% Resists +7% acid +6% nature ---------- misc Equi/ret +0.08 Max.hate +4.00 Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +8 acid On Hit: 10% Corrosive Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
umbral rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 5 darkness Dmg.mod +4% darkness +3% arcane ----- def ----- Armour +1 Resists +5% darkness Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Melee+ +4 arcane On Crit.r2 +6 arcane On Hit: 20% Moonlight Ray 1 On Hit: * 5% chance to reduce damage dealt by 17% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Daimutosta (5 def, 5 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Wil ----- def ----- Armour +5 Defense +5 (+2 eff.) Fatigue +5% Resists +6% lightning Heal.mod +20% Disease- +20% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Fogfury the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +2 Mag +3 Con dps ---------- Melee Ret 4 darkness ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+4 eff.) ---------- misc See.Invis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating hardened leather cap of strength (+3) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +3% Resists +7% fire +7% cold A cap made of leather. |
insulating rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold A cap made of leather. |
linen wizard hat 'Sleetblur' (21 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Dex +2 Con dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +3% cold ----- def ----- Defense +21 (+7 eff.) Resists +6% acid +3% fire ---------- misc Psi/turn +0.10 Light +1 A pointy cloth hat, very wizardly... |
warlord's hardened leather cap of the bounder (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +11 Str +5 Dex +4 Wil dps ---------- Phys.pwr +8 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +7% physical Phys.save +7 (+3 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 576.5 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
stralite mail armour of the deep (4 def, 11 armour) =water=14.0 T4 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +4 (+1 eff.) Fatigue +12% Resists +9% acid +9% cold ---------- misc Breathe water A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 39.90 to 119.70 lightning damage (79.80 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Fogdash the reinforced leather armour (17 def, 10 armour) =stun+20=9.0 T4 light armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Melee Ret 2 darkness ----- def ----- Armour +10 Defense +17 (+6 eff.) Fatigue +8% Resists +7% acid +7% cold +22% fire Stun/Frz- +20% Teleport- +10% ---------- misc Breathe water A suit of armour made of leather. |
Gloldakira the cured leather armour (13 def, 4 armour)9.0 T2 light armor [Random Unique] Master/Psionic While equipped: Stats +1 Cun dps ---------- Phys.crit +9.0% Crit.mult +26.00% Phys.pwr +6 (+1 eff.) Res.pen +5% mind Apr +6 ----- def ----- Armour +4 Defense +13 (+4 eff.) Fatigue +7% Resists +6% mind Mind.save +14 (+7 eff.) ---------- misc Stam/turn +0.70 Max.psi +30.00 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 157 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+3 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+6 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
volcanic drakeskin leather armour (20 def, 19 armour)9.0 T5 light armor [Ego+] Nature While equipped: dps ---------- Melee+ 8 fire Ranged+ 7 fire ----- def ----- Armour +19 Defense +20 (+7 eff.) Fatigue +8% Resists +21% fire +19% physical A suit of armour made of leather. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
356 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. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Beruroddalathagen the Darkworth (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +2 Wil dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Fatigue -6% Resists +6% lightning +3% fire Disease- +10% Silence- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blazejustice the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Melee Ret 2 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% light ---------- misc Light +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 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern 'Manigorn'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Resists +3% acid +3% darkness +5% arcane Mind.save +15 (+7 eff.) Max.HP +42.00 Confus- +10% ---------- 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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 351/400 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 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. |
focusing iron torque of psionic shield [power 23] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Arenor the yew totem of stinging [power 230] (15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +3 Wil +2 Con dps ---------- Mind.crit +5% Sting an enemy dealing 230 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing 'Arthovon' [power 176] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +6% nature Spell.save +3 (+1 eff.) ---------- misc Equi/ret +0.08 Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to gain a 16% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
elm totem of stinging 'Shockidol' [power 110] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Cun +3 Con dps ---------- Res.pen +5% lightning ---------- misc See.Invis +3 Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Earuzilagorn' [power 296] (15 cooldown) =acid +30=2.0 T3 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +30% acid Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 15 cooldown 100% to reduce fatigue by 21% for 2 turns. 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
Achievements
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By brawler the Thalore Brawler level 24
16th Haze 122nd year of Ascendancy at 17:08 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By brawler the Thalore Brawler level 11
7th Flare 122nd year of Ascendancy at 00:26 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By brawler the Thalore Brawler level 26
2nd Allure 123rd year of Ascendancy at 06:54 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By brawler the Thalore Brawler level 24
31st Haze 122nd year of Ascendancy at 22:24 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By brawler the Thalore Brawler level 26
36th Haze 122nd year of Ascendancy at 19:51 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By brawler the Thalore Brawler level 10
3rd Summertide 122nd year of Ascendancy at 03:02 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By brawler the Thalore Brawler level 20
77th Dusk 122nd year of Ascendancy at 14:35 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By brawler the Thalore Brawler level 16
55th Dusk 122nd year of Ascendancy at 05:33 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By brawler the Thalore Brawler level 17
61st Dusk 122nd year of Ascendancy at 18:01 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By brawler the Thalore Brawler level 9
2nd Summertide 122nd year of Ascendancy at 09:06 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By brawler the Thalore Brawler level 20
79th Dusk 122nd year of Ascendancy at 18:09 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By brawler the Thalore Brawler level 26
33rd Haze 122nd year of Ascendancy at 02:11 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By brawler the Thalore Brawler level 17
61st Dusk 122nd year of Ascendancy at 08:54 see stats
Log
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Saving done.
Today is the 11st Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:58.
Today is the 12nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:10.
Today is the 13rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:33.
Today is the 14th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:45.
Today is the 15th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:08.
Today is the 16th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:20.
Today is the 17th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:31.
Today is the 18th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:55.
Today is the 19th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:06.
Today is the 20th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:30.
Today is the 21st Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:41.
Today is the 22nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:53.
Today is the 23rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:16.
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You don't see how to get there...
Today is the 24th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:28.
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Today is the 25th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:40.
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Today is the 26th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:51.
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Brawler deactivates Antimagic Shield.
Brawler deactivates Elemental Harmony.
Brawler deactivates Striking Stance.







































































































































