











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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: Ashes of Urh'Rok 1.5.0Official 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:
Better Item Description 1.5.10This 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 Embers of Rage 1.5.0Official 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:
Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Stone Warden |
| Level / Exp | 20 / 31% |
| Size | medium |
| Lifes / Deaths | Killed by Xerarin the thief at level 20 on the 23rd Shortage 122nd year of Ascendancy at 01:53 / 1 |
Primary Stats
| Strength | 51 (base 43) |
| Dexterity | 14 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 42 (base 34) |
| Willpower | 41 (base 25) |
| Cunning | 20 (base 10) |
Resources
| Life | -103/637 |
| Mana | 316/316 |
| Equilibrium | 48 |
| Healing Factor | 1.1245901639344 |
| Regeneration | 107.56435016393 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 21.388114253578 |
| See Invisible | 21.388114253578 |
Offense: Mainhand
| Damage | 89 |
| Accuracy | 29 |
| Crit Chance | 10% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 29 |
| Crit Chance | 10% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Nature | +12% |
| Physical | +26% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Mind | +5% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 40.309167736719 (87.462686567164%) |
| Defense | 29 |
| Ranged Defense | 38 |
| Fatigue | 46 |
| Physical Save | 28 |
| Spell Save | 29 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Cold | + 47%( 70%) |
| All | + 5%( 70%) |
| Darkness | + 22%( 70%) |
| Temporal | + 12%( 70%) |
| Mind | + 11%( 70%) |
| Lightning | + 23%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Teleport Resistance | 50% |
| Pinning Resistance | 100% |
| Disarm Resistance | 70% |
| Confusion Resistance | 75% |
| Silence Resistance | 0% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 9 turns. While Heroism is active, you will only die when reaching -282 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 580% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 445 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 415% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch shield | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Eldritch stone | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Earthen vines | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Shards |
| talent | Eldritch Infusion |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 93.60 life per turn. Regeneration |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| detrimental effect | The target is poisoned, taking 44.23 nature damage per turn. Damage dealt is reduced by 11%. Deadly Poison |
| beneficial effect | Empowered by the sight of black blood, granting 5% all resistances. Spikeskin |
| detrimental effect | The target is poisoned, taking 178.59 nature damage per turn. Poison |
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 lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * 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 Shax 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within5 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 iron boots 'Ragovor' (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +4 Mag dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +10 (+3 eff.) Res.pen +5% physical Apr +4 ----- def ----- Armour +3 Fatigue +2% Phys.save +9 (+5 eff.) ---------- misc Max.stam +5.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Gyredherin1.0 T3 lite [Rare] Nature While equipped: ----- def ----- Resists +6% acid Die.at -80.00 life Max.HP +58.00 Disease- +25% Disarm- +10% Confus- +15% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | iron helm 'Xoma' (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Dex +4 Wil +3 Cun ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+4 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Mindhook: Level 4.0 Pwr.cost 15 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| Tool | iron pickaxe 'Greenmonster' (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +12% nature Melee Ret 8 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +3% acid +12% fire +11% nature Spell.save +9 (+4 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | psionicist's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +20% Rings can have magical properties. |
| On fingers | solipsist's copper ring of warding0.1 T1 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Resists +10% acid +10% fire +11% cold +10% lightning Disease- +15% Rings can have magical properties. It was changed by the digestive sack. |
| Around neck | Isyrann the Cloudmalice0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 Dmg.mod +9% mind On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Fatigue -5% Resists +3% lightning HP.reg +1.80 Teleport- +50% ---------- misc Mana/turn +0.14 Max.mana +27.00 Teleport you randomly (rad 38) Puts all charms on 14 cooldown Amulets can have magical properties. |
| In main hand | Voidbloom (8 def, 2 armour, 100% power, 75.5 block)7.0 T3 shield armor [Rare] Nature When used to Attack: Power 142% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.5% Block +76 Melee+ +12 darkness +12 arcane On Hit: * 15% chance to daze at end of turn While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +6% darkness Res.pen +10% darkness Melee Ret 16 lightning ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +18% darkness ---------- misc Talents +3 Block Handheld deflection devices. |
| Around waist | Radhandur1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +6% physical Melee Ret 8 acid ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+2 eff.) Resists +6% lightning +7% temporal Max.HP +50.00 A belt that goes around your waist. |
| In off hand | wintry dwarven-steel shield of cold resistance (+33%) (8 def, 2 armour, 100% power, 79.5 block)7.0 T3 shield armor [Ego+] Nature/Master When used to Attack: Power 139% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.5% Block +80 Melee+ +22 cold While equipped: Stats +3 Wil dps ---------- Melee Ret 13 ice ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +33% cold ---------- misc Talents +3 Block Handheld deflection devices. |
| Cloak | linen cloak 'Glorutha' (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% physical Res.pen +5% mind ----- def ----- Defense +7 (+3 eff.) Resists +6% mind Phys.save +6 (+3 eff.) Heal.mod +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | spiked iron plate armour of resilience (3 def, 7 armour)17.0 T1 massive armor [Ego] Nature/Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Max.HP +20.00 A suit of armour made of metal plates. |
Inventory
Unrulagen0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag ----- def ----- Resists +3% fire Heal.mod +10% Blind- +10% Cut- +15% Silence- +20% Teleport- +20% Amulets can have magical properties. |
steel amulet of mastery (0.11 Wild-gift / Dwarven nature)0.1 T2 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Wild-gift/Dwarven nature Amulets can have magical properties. |
copper ring of arcana(+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +21% ---------- misc Mana/turn +0.10 Rings can have magical properties. |
warrior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str ----- def ----- Armour +6 Mind.save +6 (+3 eff.) Confus- +22% Rings can have magical properties. |
savior's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +12 (+5 eff.) HP.reg +1.40 Stun/Frz- +24% Rings can have magical properties. |
ash starstaff (111% power, 3 apr, physical element)5.0 T2 staff 2H weapon [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash vilestaff (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) S.pwr/crit +2 Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Normal] Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Xerona (115% power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 115% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +12 mind While equipped: Stats +4 Cun +2 Wil dps ---------- Phys.crit +9.0% Crit.mult +26.00% Apr +9 ----- def ----- Mind.save +42 (+15 eff.) Massive two-handed swords. |
balanced steel greatsword (129% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 129% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +28% Massive two-handed swords. |
balanced steel greatsword (128% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 128% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +12 (+6 eff.) Disarm- +32% Massive two-handed swords. |
insidious steel greatsword (132% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature Power 133% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +14 insidious poison Massive two-handed swords. |
hateful dwarven-steel greatsword of massacre (157% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master/Psionic Power 158% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 darkness Against +12% Living Massive two-handed swords. |
Tuluthel the steel longsword (115% power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 115% Range: 1.4x Uses 100% Str Dmg Mind Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +20 mind On Crit.r2 +4 mind While equipped: dps ---------- Dmg.mod +18% acid Res.pen +7% physical Acc +5 (+2 eff.) Apr +8 On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +6% acid Sharp, long, and deadly. |
steel mace (111% power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
steel mace of daylight (107% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 light Against +10% Undead Blunt and deadly. |
Hathahir (132% power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Nature/Master Power 132% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 111% On Hit: * 28% chance to corrode armour by 30% While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% blight +6% temporal Res.pen +12% acid Acc +8 (+4 eff.) ----- def ----- Resists +3% temporal HP.reg +2.20 Blunt and deadly. |
flaming dwarven-steel mace of vileness (134% power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 134% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +7 blight On Hit.r1 +11 fire On Hit: * 13% chance to disease Blunt and deadly. |
steel waraxe of erosion (104% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Nature Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 nature +6 temporal One-handed war axes. |
thought-forged steel waraxe of massacre (120% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Master/Psionic Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 mind On Hit: * 15% chance to cause random gloom While equipped: Stats +2 Cun +3 Wil One-handed war axes. |
Bethagada (115% power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master Power 115% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +11 cold On Crit: * cripple the target While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +3% mind Res.pen +7% physical Acc +8 (+4 eff.) Apr +7 ----- def ----- Spell.save +30 (+13 eff.) ---------- misc Mana/turn +0.04 Vim/s.crit +2.00 One-handed war axes. |
steel dagger of dampening (104% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Disrupt Power 105% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: ----- def ----- Resists +7% acid +7% fire +8% cold +6% lightning Spell.save +5 (+2 eff.) Sharp, short and deadly. |
steel dagger of erosion (103% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Nature Power 104% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 nature +7 temporal Sharp, short and deadly. |
dwarven-steel dagger (119% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Normal] Power 120% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
creative vined mindstar (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 84% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+2 eff.) 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. |
gifted vined mindstar of life (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 85% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+4 eff.) ----- def ----- Max.HP +16.00 HP.reg +0.50 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. |
Falyromidil the Scaldmire (98% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 99% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +5% acid ----- def ----- Resists +24% fire Disarm- +10% Teleport- +35% ---------- misc Equi/ret +0.50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative thorny mindstar of the jelly (100% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 100% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Crit.mult +5.00% Mind.pwr +6 (+3 eff.) Dmg.mod +6% acid ---------- misc Equi/ret +0.70 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ash longbow4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Longbows are used to shoot arrows at your foes. |
ash longbow 'Berekan'4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Random Unique] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 While equipped: dps ---------- Phys.crit +8.0% Dmg.mod +30% physical Res.pen +17% physical Acc +11 (+5 eff.) ----- def ----- Resists +6% acid +9% temporal +6% darkness ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Longbows are used to shoot arrows at your foes. |
mighty cured leather sling of cold4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Ranged+ +7 cold While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +8% cold Slings are used to hurl stones or metal shots at your foes. |
pouch of steel shots of wind (17/17, 125% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Nature Power 125% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 17 Proj.spd +200% On Hit: * 10% chance to create an air burst Shots are used with slings to pummel your foes to death. |
Coral Spray (8 def, 8 armour, 100% power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
acidic dwarven-steel shield of cold resistance (+17%) (8 def, 2 armour, 100% power, 83 block)7.0 T3 shield armor [Ego] Nature/Master When used to Attack: Power 131% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.5% Block +83 On Hit: * 12% chance to corrode armour by 30% While equipped: dps ---------- Melee+ 6 acid Melee Ret 10 acid ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +17% cold ---------- misc Talents +3 Block Handheld deflection devices. |
rough leather armour of fire resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +16% fire A suit of armour made of leather. |
cured leather armour of the deep (2 def, 7 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +2 (+1 eff.) Fatigue +7% Resists +5% acid +7% cold ---------- misc Breathe water A suit of armour made of leather. |
hardened leather armour of fire resistance (3 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +23% fire A suit of armour made of leather. |
rejuvenating steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% HP.reg +2.60 ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
spiked steel mail armour of clarity (2 def, 6 armour)14.0 T2 heavy armor [Ego] Master/Psionic While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +6% mind Mind.save +11 (+4 eff.) A suit of armour made of mail. |
dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% A suit of armour made of mail. |
Beleranor the iron plate armour (3 def, 7 armour)17.0 T1 massive armor [Rare] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Dmg.mod +9% mind ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +17% acid +12% mind Mind.save +9 (+4 eff.) A suit of armour made of metal plates. |
Tegrim the steel plate armour (4 def, 17 armour)17.0 T2 massive armor [Rare] Master While equipped: ----- def ----- Armour +17 Defense +4 (+2 eff.) Fatigue +22% Resists +19% acid Cut- +0% Knockbk- +10% A suit of armour made of metal plates. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Taintlore the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +3% nature +6% mind Res.pen +20% nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +6% mind +12% nature Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% cold +6% fire A belt that goes around your waist. |
nightruned rough leather belt of burglary1.0 T1 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Dex +4 Cun +6 Lck ----- def ----- Resists +6% light +6% darkness Stealth +5 ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
Erygen (8 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +25% mind Melee Ret 8 mind ----- def ----- Defense +8 (+4 eff.) Resists +6% lightning +6% temporal Phys.save +6 (+3 eff.) Mind.save +12 (+5 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. |
kruk cloak (2 def, 0 armour)2.0 T1 cloak armor [Unique] While equipped: ----- def ----- Defense +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- 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. |
cashmere cloak 'Xuta' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +6% darkness Crit.dmg- 15.00% Max.HP +44.00 Poison- +15% Teleport- +5% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gledherin (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +1% Crit.mult +15.00% Dmg.mod +9% mind ----- def ----- Armour +3 Fatigue +3% Resists +7% cold +8% fire +3% light +3% temporal Spell.save +30 (+13 eff.) ---------- misc Hate/m.crit +3.00 A pair of boots made of leather. |
pair of hardened leather boots 'Gorestrider' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +6.00% Phys.pwr +2 (+1 eff.) Acc +4 (+2 eff.) Apr +5 On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +3 Fatigue +3% Resists +8% cold +10% fire HP.reg +0.80 A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
scouring iron gauntlets of butchering (0 def, 1 armour)1.5 T1 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Acc +5 (+2 eff.) Apr +6 On Melee Ret: * 17% chance to reduce effective powers by 20% * 17 arcane resource burn ----- def ----- Armour +1 Resists +6% blight Spell.save +17 (+8 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat 'Falilar' (11 def, 4 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil ----- def ----- Armour +4 Defense +11 (+5 eff.) Rng.Def +9 (+4 eff.) Resists +5% arcane +6% mind +12% nature Phys.save +10 (+5 eff.) Knockbk- +20% A pointy cloth hat, very wizardly... |
miner's rough leather cap of constitution (+3) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
rough leather cap of trickery (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Galestar (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid +9% lightning Res.pen +25% acid Melee Ret 4 acid ----- def ----- Armour +3 Fatigue +3% Resists +6% acid +7% fire +9% cold +15% lightning A cap made of leather. |
insulating iron helm of might (0 def, 3 armour)3.0 T1 head armor [Ego+] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +5% cold +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 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. |
168 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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +4 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Phlegmsorrow' (dig speed 39 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% nature +3% fire Res.pen +25% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Hellspanic (dig speed 32 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +2 Con dps ---------- Dmg.mod +6% acid +9% fire Res.pen +20% acid Melee Ret 12 acid On Hit (Melee): * 30% chance to corrode armour by 30% ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 18 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 92% of the healing done. This effect scales with your Magic stat.. Uses 68 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. |
steel torque of thermal psionic shield [power 55] (18 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 55 for 7 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of thermal psionic shield 'Baluhor' [power 45] (18 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +10% blight +5% temporal Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 45 for 7 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
ash wand of conjuration 'Sunblow' [power 157] (9 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Melee Ret 4 light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +15% light +15% fire Fire a bolt of a random element with (base) damage 78 to 157 Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Radianceglean the yew wand of trap destruction [power 62] (14 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% light +6% nature Res.pen +15% nature Melee Ret 16 light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% light ---------- misc Max.vim +11.00 Light +2 Disarm traps (62 bonus disarm power, based on Magic) along a range 3 line Puts all charms on 14 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By stone wardrem the Drem Stone Warden level 13
26th Wealth 122nd year of Ascendancy at 16:44 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By stone wardrem the Drem Stone Warden level 10
24th Profit 122nd year of Ascendancy at 16:11 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By stone wardrem the Drem Stone Warden level 20
22nd Shortage 122nd year of Ascendancy at 02:45 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By stone wardrem the Drem Stone Warden level 17
42nd Dearth 122nd year of Ascendancy at 11:02 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By stone wardrem the Drem Stone Warden level 13
21st Wealth 122nd year of Ascendancy at 10:10 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By stone wardrem the Drem Stone Warden level 17
1st Shortage 122nd year of Ascendancy at 18:47 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By stone wardrem the Drem Stone Warden level 16
23rd Dearth 122nd year of Ascendancy at 04:40 see stats
Log
Deadly Poison from Xerarin the thief hits stone wardrem for 17 nature damage.
Poison from Yvita the giant black ant hits stone wardrem for 123 nature damage.
stone wardrem counter attacks Xerarin the thief with her shield shards!
stone wardrem misses Xerarin the thief.
stone wardrem misses Xerarin the thief.
Xerarin the thief's Throwing Knife hits stone wardrem for 94 physical damage.
stone wardrem hits Xerarin the thief for 6 acid, 8 physical, 13 lightning, 4 arcane, 6 nature, 7 cold (45 total damage).
Stone wardrem uses Nature's Touch.
stone wardrem receives 192 healing.
Black Blood Bleeding from Stone wardrem hits Xerarin the thief for 17 darkness damage.
Insidious Poison from Stone wardrem hits Xerarin the thief for 7 nature damage.
Bleeding from Stone wardrem hits Xerarin the thief for 23 physical damage.
Stone wardrem speeds up.
Deadly Poison from Xerarin the thief hits stone wardrem for 17 nature damage.
Poison from Yvita the giant black ant hits stone wardrem for 123 nature damage.
Xerarin the thief uses Throwing Knives.
stone wardrem counter attacks Xerarin the thief with her shield shards!
stone wardrem misses Xerarin the thief.
Xerarin the thief's Throwing Knife hits stone wardrem for 82 physical damage.
stone wardrem hits Xerarin the thief for 6 acid, 8 physical, 13 lightning, 4 arcane, 6 nature, 7 cold, 26 nature, 12 darkness, 8 arcane, 6 lightning, 7 arcane (104 total damage).
Stone wardrem uses Nature's Balance.
Black Blood Bleeding from Stone wardrem hits Xerarin the thief for 17 darkness damage.
Insidious Poison from Stone wardrem hits Xerarin the thief for 7 nature damage.
Bleeding from Stone wardrem hits Xerarin the thief for 23 physical damage.
Deadly Poison from Xerarin the thief hits stone wardrem for 32 nature damage.
Poison from Yvita the giant black ant hits stone wardrem for 123 nature damage.
Xerarin the thief uses Throwing Knives.
Saving game...
















































































































