










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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.
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 21 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by Layurin the grey mold at level 6 on the 75th Dusk 122nd year of Ascendancy at 04:20 / 2Killed by Ivobrethra the gigantic sandworm tunneler at level 21 on the 56th Regrowth 123rd year of Ascendancy at 18:13 |
| Antimagic | Follower |
Primary Stats
| Strength | 48 (base 48) |
| Dexterity | 11 (base 11) |
| Constitution | 53 (base 39) |
| Magic | 10 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 20 (base 11) |
Resources
| Life | -233/882 |
| Stamina | 116/175 |
| Equilibrium | 0 |
| Healing Factor | 1.5545784192899 |
| Regeneration | 15.934428797722 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 4 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 111 |
| Accuracy | 40 |
| Crit Chance | 30% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +30% |
| All | 0% |
Offense: Damage Penetration
| Acid | +15% |
| Fire | +5% |
| Mind | +5% |
| Cold | +5% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 51.723073231957 (96.438666929426%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 12 |
| Physical Save | 27 |
| Spell Save | 17 |
| Mental Save | 12 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Lightning | + 33%( 70%) |
| Nature | + 20%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 27%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 0% |
| Pinning Resistance | 20% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 80% |
Inscriptions (4/4)
| 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 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 136 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 591% 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 Constitution stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 2/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Conversion (+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 have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 | pair of dwarven-steel boots 'Arichik' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Con dps ---------- Mov.spd +10% ----- def ----- Armour +4 Fatigue -3% Max.HP +41.00 Silence- +20% Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.40 Psi/ret +0.08 See.Invis +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Frostidol'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +15% acid +5% cold +5% fire ----- def ----- Resists +6% cold Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Isleta (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Con ----- def ----- Armour +3 Fatigue +3% Resists +9% nature Die.at -40.00 life HP.reg +4.00 Heal.mod +15% Knockbk- +20% A cap made of leather. |
| Tool | Emelurenne [power 182] (15 cooldown) =Sting=2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +5 (+2 eff.) Res.pen +5% mind Apr +1 ----- def ----- Defense +10 (+5 eff.) Sting an enemy dealing 237 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | rogue's copper ring of life0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Max.HP +46.00 HP.reg +6.00 Heal.mod +11% Rings make your fingers look great! |
| On fingers | copper citrine ring0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) ---------- misc Light +4 Infravis +4 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 115% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 T3 greatsword 2H weapon Reqs Wil 18 [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
| On hands | Spellhunt Remnants (3 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+4 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+5 eff.) Max.HP +60.00 Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Cun, 40% Dex, 40% Str Apr +12 Crit +8.0% Atk.spd 83% Melee+ +15 silence On Hit: 5% Mana Clash 1 On Hit: * 20 arcane resource burn 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 voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Main armor | Maladogar the Shockcutter (0 def, 9 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +4 Con dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +9 Fatigue +22% Resists +23% lightning +1% physical Die.at -80.00 life A suit of armour made of metal plates. |
| Cloak | cashmere cloak 'Earthsun' (2 def, 10 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% nature On Hit (Melee): * 20% chance to reduce armor by 10% * 10% chance to reduce all saves and defense by 16 ----- def ----- Armour +10 Defense +2 (+1 eff.) Resists +3% acid +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Nerythra the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con ----- def ----- Defense +15 (+7 eff.) Resists +9% acid Pinning- +20% Knockbk- +20% Amulets make your neck look great! |
Inventory
regeneration infusion (heal 60; 12 cd)0.1 infusion scroll [Normal] 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 60 life over 5 turns. 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 244; 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 244 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 titan (heal 353; 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 353 life over 5 turns. 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. |
wild infusion (res 18%; physical; dur 4; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd 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 18% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 psychic (res 19%; magical; dur 3; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical 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. 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 warrior (res 26%; magical; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 11 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 26% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Stokewreck the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +12% lightning +3% light +3% nature +5% arcane Stun/Frz- +22% Amulets make your neck look great! |
Suncast the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +5 Str +5 Dex +5 Wil dps ---------- Melee Ret 6 light On Hit (Melee): * 20% chance to slow global speed by 41% * 10 arcane resource burn ----- def ----- Resists +6% blight +3% temporal Amulets make your neck look great! |
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... |
archmage's copper amulet0.1 T1 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) Dmg.mod +5% acid +4% fire +5% cold +4% lightning Amulets make your neck look great! |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
protective copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +5 (+2 eff.) Res.Cap +2% all Phys.save +8 (+4 eff.) Amulets make your neck look great! |
warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Glikira0.1 T2 amulet jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +11 (+6 eff.) ----- def ----- Resists +12% temporal +3% nature +3% darkness Spell.save +6 (+4 eff.) Mind.save +9 (+8 eff.) Confus- +13% ---------- misc Max.hate +6.00 Amulets make your neck look great! |
Radhagablek0.1 T2 amulet jewelry [Random Unique] Nature/Disrupt While equipped: Stats +2 Dex +1 Mag +1 Cun +3 Con ----- def ----- Resists +10% nature +10% blight Crit.dmg- 5.00% Poison- +22% Disease- +27% ---------- misc See.Invis +9 Amulets make your neck look great! |
Unrynik0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag dps ---------- S.pwr/crit +2 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -5% Resists +3% light HP.reg +2.00 ---------- misc Mana/turn +0.14 Max.mana +20.00 Amulets make your neck look great! |
clarifying steel amulet of strength (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +11% mind Confus- +26% Amulets make your neck look great! |
wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
Belehad the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 16 ----- def ----- Resists +6% light +12% darkness Disease- +20% Amulets make your neck look great! |
copper citrine ring0.1 T1 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% arcane +6% light Acc +6 (+2 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +11% arcane +3% light Blind- +22% ---------- misc Light +6 Infravis +8 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
copper citrine ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +6 (+3 eff.) ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
mule's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% Max.HP +20.00 Disarm- +24% Pinning- +22% Knockbk- +21% ---------- misc Max.enc +20 Rings make your fingers look great! |
wizard's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+3 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
psionicist's steel ring of arcana (+0.12/turn) =T2 Arcane=0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+4 eff.) Silence- +20% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
rogue's steel ring of corrosion (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +11% acid ----- def ----- Defense +8 (+4 eff.) Resists +22% acid Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +11 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 115% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring 'Belyssra'0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +1 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+4 eff.) Spell.save +10 (+6 eff.) HP.reg +4.00 Stun/Frz- +22% ---------- misc Equi/ret +0.08 Psi/ret +0.04 Max.stam +13.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 115% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
lifebinding yew magestaff (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +3% Spell.pwr +13 (+6 eff.) Dmg.mod +20% arcane ----- def ----- HP.reg +0.70 Heal.mod +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elemental steel battleaxe of evisceration (22-33 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego++] Arcane/Master Power 22.0 - 33.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +9 (+3 eff.) Dmg.mod +17% fire Res.pen +14% fire Massive two-handed battleaxes. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by a temporary damage shield there is 51% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
plaguebringer's dwarven-steel greatmaul of massacre (53-80 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Arcane/Master Power 53.0 - 79.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 blight On Hit: 20% Epidemic 3 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +18% Massive two-handed mauls. |
Cyrunne the Shaderace (36-57 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Master Power 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +12 (+4 eff.) Dmg.mod +6% darkness +3% blight Melee Ret 4 blight ----- def ----- Resists +6% blight +10% temporal Massive two-handed swords. |
arcing dwarven-steel greatsword of daylight (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 light Against +10% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed swords. |
arcing dwarven-steel longsword of massacre (30-41 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane/Master Power 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, long, and deadly. |
arcing dwarven-steel mace (28-39 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Blunt and deadly. |
balanced dwarven-steel waraxe of rage (22-31 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Dmg.mod +7% physical Acc +17 (+5 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +27% One-handed war axes. |
truestriking dwarven-steel waraxe of enduring (21-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Nature/Master Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Con +9 Wil dps ---------- Res.pen +5% physical Acc +9 (+3 eff.) Apr +5 ----- def ----- Max.HP +45.00 One-handed war axes. |
truestriking dwarven-steel dagger of evisceration (17-22 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Master Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+3 eff.) Res.pen +7% physical Acc +11 (+3 eff.) Apr +5 ----- def ----- Resists +10% blight Sharp, short and deadly. It was hardened by the digestive sack. |
truestriking dwarven-steel dagger of shearing (20-25 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Master Power 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical +7% all Acc +16 (+5 eff.) Apr +15 Sharp, short and deadly. |
warbringer's dwarven-steel dagger of massacre (26-34 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 26.0 - 33.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +5% physical ----- def ----- Disarm- +16% Sharp, short and deadly. |
nature's mossy mindstar of balance (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.5 - 2.8 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% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +2% nature ----- def ----- Resists +3% blight Phys.save +3 (+2 eff.) Spell.save +3 (+3 eff.) Mind.save +3 (+3 eff.) Disease- +11% ---------- misc Equi/ret +0.60 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hungering vined mindstar (4-4 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 4.0 - 4.4 Mind 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.) ---------- misc Hate/kill +2.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 39.20 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of gales (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 4.5 - 5.0 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.) Dmg.mod +4% lightning +6% cold +4% physical ----- def ----- Defense +6 (+3 eff.) Pinning- +19% ---------- 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. |
barbed pouch of dwarven-steel shots (19/19, 40-49 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego+] Master Power 40.5 - 48.6 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 207 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Raventitan (0 def, 4 armour, 16-20 power, 43.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 16.5 - 19.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +44 While equipped: Stats +1 Cun +4 Str dps ---------- Melee+ 9 lightning Melee Ret 4 lightning ----- def ----- Armour +4 Fatigue +8% Resists +15% darkness +6% cold ---------- misc Light +3 Talents +1 Block Handheld deflection devices. |
coruscating dwarven-steel shield of cold resistance (+13%) (0 def, 6 armour, 29-35 power, 83 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 29.0 - 34.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +83 Melee+ +12 fire While equipped: Stats +1 Str dps ---------- Melee Ret 3 fire ----- def ----- Armour +6 Fatigue +8% Resists +17% cold +13% fire ---------- misc Talents +1 Block Handheld deflection devices. |
focusing cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Mag +4 Wil ----- def ----- Resists +9% blight +11% all Max.HP +63.00 HP.reg +1.70 Heal.mod +12% ---------- misc Mana/turn +0.16 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour 'Sunwish' (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Res.pen +25% mind Melee Ret 4 fire ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +19% lightning +12% temporal +6% cold +5% arcane +6% acid A suit of armour made of leather. |
marauder's hardened leather armour of resilience (11 def, 6 armour)9.0 T3 light armor [Ego+] Nature/Master While equipped: Stats +6 Str +5 Dex ----- def ----- Armour +6 Defense +11 (+5 eff.) Fatigue +8% Phys.save +8 (+4 eff.) Max.HP +29.00 A suit of armour made of leather. |
rejuvenating hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% HP.reg +2.00 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
rejuvenating iron mail armour of fire resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +17% fire HP.reg +2.80 ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
Flarequarry (0 def, 12 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% darkness Res.pen +15% fire Apr +3 Melee Ret 4 physical ----- def ----- Armour +12 Fatigue +17% Phys.save +6 (+3 eff.) A suit of armour made of metal plates. |
noble's rough leather belt =-17% summon damage=1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +15% Summoned ----- def ----- D.Red.from +17% Summoned A belt that goes around your waist. |
rough leather belt 'Islyldann' =+15% phys damage=1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Crit.mult +5.00% Phys.pwr +2 (+1 eff.) Dmg.mod +12% physical Acc +15 (+5 eff.) ----- def ----- Spell.save +6 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Charream the hardened leather belt =12 defense=1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Res.pen +10% lightning Melee Ret 2 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 16 ----- def ----- Defense +12 (+6 eff.) Resists +6% lightning +9% fire +3% mind Stealth +7 A belt that goes around your waist. |
Urysus =+7 cun=1.0 T3 belt armor [Rare] Master While equipped: Stats +7 Dex +3 Wil +7 Cun +7 Lck dps ---------- Res.pen +15% mind ----- def ----- Resists +12% mind Stealth +5 ---------- misc T.Disarm +16 Infravis +6 A belt that goes around your waist. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
Balostir the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil dps ---------- Res.pen +5% blight +10% arcane Melee Ret 2 acid 4 blight ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Morbusidol (1 def, 2 armour) =+20 confuse +34 HP=2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +1% physical Mind.save +9 (+8 eff.) Max.HP +34.00 Disease- +20% Confus- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sootstone (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Str +1 Dex +2 Cun dps ---------- Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 16 ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Alydunarig' (1 def, 0 armour) =+20 Stun +32 HP=2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +6% fire +6% mind +3% temporal Phys.save +3 (+2 eff.) Max.HP +32.00 Poison- +10% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Emeluldawe' (16 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.crit +6% ----- def ----- Defense +16 (+8 eff.) Crit.dmg- 15.00% Disease- +20% Cut- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pusgore the cashmere cloak (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Cun +1 Wil dps ---------- Mind.crit +4% Crit.mult +5.00% Dmg.mod +6% nature ----- def ----- Defense +10 (+5 eff.) Phys.save +8 (+4 eff.) ---------- misc Hate/m.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Strikebane the pair of rough leather boots (0 def, 7 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +1 Str +3 Wil +3 Cun +2 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +5% lightning +5% physical ----- def ----- Armour +7 Phys.save +6 (+3 eff.) Spell.save +7 (+5 eff.) Mind.save +6 (+6 eff.) ---------- misc Stam/turn +1.00 A pair of boots made of leather. |
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. |
pair of hardened leather boots 'Branestir' (0 def, 13 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Dex +3 Wil +8 Lck dps ---------- Dmg.mod +3% mind Res.pen +10% physical Acc +15 (+5 eff.) Apr +2 ----- def ----- Armour +13 Stealth +8 ---------- misc Equi/ret +0.08 A pair of boots made of leather. |
Falogohell (0 def, 3 armour) =+ 21 Confuse +24 Stun=3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: ----- def ----- Armour +3 Fatigue +2% Crit.dmg- 5.00% Silence- +23% Confus- +21% Stun/Frz- +24% ---------- misc Equi/ret +0.12 Psi/ret +0.04 Infravis +1 See.Invis +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Belothra (0 def, 4 armour) =+79 HP=3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +4 Fatigue -3% Resists +1% physical +5% arcane +3% mind Max.HP +79.00 Disarm- +10% Pinning- +20% ---------- misc Stam/turn +0.50 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Polaldamira (5 def, 7 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Melee+ 6 physical Dmg.mod +4% physical Res.pen +25% mind ----- def ----- Armour +7 Defense +5 (+2 eff.) Resists +1% physical Crit.dmg- 10.00% ---------- misc See.Invis +3 Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit.r1 +6 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Carrionbloom the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Disrupt While equipped: dps ---------- Res.pen +25% nature On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Defense +2 (+1 eff.) Resists +8% blight +19% nature +6% mind A pointy cloth hat, very wizardly... |
Betirathra the rough leather cap (0 def, 1 armour) =+20 Confuse=2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Resists +3% mind +3% blight Disease- +10% Cut- +10% Confus- +20% A cap made of leather. |
Giliroddadunakhad the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% ----- def ----- Armour +3 Fatigue +3% Resists +3% acid +8% fire +7% cold Crit.dmg- 10.00% Phys.save +6 (+3 eff.) Disarm- +20% A cap made of leather. |
Smolderguile the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +12% cold Melee Ret 6 fire ----- def ----- Armour +3 Fatigue +3% Resists +12% fire +6% nature +6% cold A cap made of leather. |
Layythra the Flareraptor (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Melee Ret 6 fire ----- def ----- Armour +3 Fatigue +5% Resists +3% acid +9% nature +3% light Spell.save +9 (+6 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 120.2 Physical damage. If the attack hits, the target is confused (26% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Porutira' (0 def, 12 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +2 Con dps ---------- Apr +2 ----- def ----- Armour +12 Fatigue +4% Resists +6% acid +11% fire +8% lightning +7% cold Phys.save +9 (+5 eff.) ---------- misc Max.stam +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
61 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.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Tarrochik =25% crit mult=2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +25.00% Phys.pwr +5 (+2 eff.) ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +10% ---------- misc Max.hate +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Cun dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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 (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Islevena the iron torque of mindblast [power 110] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% acid Apr +2 ---------- misc Stam/turn +3.00 Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Eilinamille the steel torque of gale force [power 170] (15 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Apr +2 Melee Ret 2 physical ----- def ----- Armour +8 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 170 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of gale force [power 200] (19 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 200 physical damage Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
innervating elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to reduce fatigue by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
focusing yew totem of stinging [power 254] (15 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 330 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
piercing yew totem of stinging [power 278] (15 cooldown) =Sting=2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 361 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Angry Amazonian the Cornac Berserker level 21
42nd Regrowth 123rd year of Ascendancy at 12:03 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Angry Amazonian the Cornac Berserker level 14
67th Haze 122nd year of Ascendancy at 19:07 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Angry Amazonian the Cornac Berserker level 10
24th Haze 122nd year of Ascendancy at 12:43 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Angry Amazonian the Cornac Berserker level 20
32nd Regrowth 123rd year of Ascendancy at 11:41 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Angry Amazonian the Cornac Berserker level 19
7th Allure 123rd year of Ascendancy at 09:33 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Angry Amazonian the Cornac Berserker level 19
32nd Regrowth 123rd year of Ascendancy at 04:20 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Angry Amazonian the Cornac Berserker level 9
77th Dusk 122nd year of Ascendancy at 06:52 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Angry Amazonian the Cornac Berserker level 9
15th Haze 122nd year of Ascendancy at 07:48 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Angry Amazonian the Cornac Berserker level 18
9th Decay 122nd year of Ascendancy at 03:57 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Angry Amazonian the Cornac Berserker level 6
75th Dusk 122nd year of Ascendancy at 04:21 see stats
Log
Angry Amazonian uses Warshout.
Ivobrethra the gigantic sandworm tunneler resists!
Mindrot hits Angry Amazonian for 9 mind, 7 darkness (16 total damage).
Burning from Ivobrethra the gigantic sandworm tunneler hits Angry Amazonian for 45 fire damage.
Angry Amazonian uses Stunning Blow.
Ivobrethra the gigantic sandworm tunneler resists the stunning blow!
Angry Amazonian performs a melee critical strike against Ivobrethra the gigantic sandworm tunneler!
Angry Amazonian revels in the spilt blood and grows stronger!
Ivobrethra the gigantic sandworm tunneler resists the stunning blow!
Angry Amazonian hits Ivobrethra the gigantic sandworm tunneler for (42 to psi shield), 63 physical, 28 light, 40 darkness, (74 to psi shield), 111 physical, 28 light, 40 darkness (309 total damage).
Melee retaliation hits Angry Amazonian for 4 arcane, 4 arcane (8 total damage).
Ivobrethra the gigantic sandworm tunneler uses Grab.
Angry Amazonian is pinned to the ground.
Ivobrethra the gigantic sandworm tunneler hits Angry Amazonian for 187 physical, 25 physical, 17 fire (229 total damage).
Angry Amazonian is lost in despair!
Mindrot hits Angry Amazonian for 10 mind, 8 darkness (18 total damage).
Ivobrethra the gigantic sandworm tunneler's Beyond the Flesh hits Angry Amazonian for 71 physical, 11 nature, 25 physical, 17 fire (125 total damage).
Angry Amazonian stops burning.
Angry Amazonian uses Conversion.
Angry Amazonian receives 127 healing from Conversion.
Ivobrethra the gigantic sandworm tunneler uses Telekinetic Smash.
Ivobrethra the gigantic sandworm tunneler hits Angry Amazonian for 165 physical, 25 physical, 17 fire, 105 physical, 11 nature, 25 physical, 17 fire (366 total damage).
Ivobrethra the gigantic sandworm tunneler's mind surges with critical power!
Mindrot hits Angry Amazonian for 14 mind damage.
Ivobrethra the gigantic sandworm tunneler's Beyond the Flesh hits Angry Amazonian for 81 physical, 10 nature, 23 physical, 16 fire (131 total damage).
Angry Amazonian the level 21 cornac berserker was mentally tortured to death by Ivobrethra the gigantic sandworm tunneler on level 1 of Sandworm lair.
Angry Amazonian's rage subsides!
Angry Amazonian no longer revels in blood quite so much.
















































































































