











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Alternate Zones Option 1.7.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Self-Portrait Over Grass 1.7.0Modifies the "Customize" subdialog of the character creation dialog to add optional floor backdrops behind the character display, to allow better assessment of the appearance of various cosmetic options like dark hair. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Solipsist |
| Level / Exp | 26 / 50% |
| Size | small |
| Lifes / Deaths | Killed by Zuborianne the green worm mass at level 13 on the 61st Dusk 122nd year of Ascendancy at 06:51 3 / 3Killed by Xiriamina the rattlesnake at level 24 on the 3rd Pyre 123rd year of Ascendancy at 08:27 Killed by Poriwyn the netherworm mass at level 24 on the 3rd Pyre 123rd year of Ascendancy at 15:51 |
| Antimagic | Follower |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 8 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 85 (base 57) |
| Cunning | 73.353155923789 (base 50) |
Resources
| Life | 302/302 |
| Equilibrium | 54 |
| Psi | 411/411 |
| Healing Factor | 1.6660311219418 |
| Regeneration | 18.742850121845 |
Speed
| Mental | 0% |
| Attack | +10.457408727934% |
| Movement | +32.64892493468% |
| Spell | 0% |
| Global | +145.22818437576% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 6 |
| See Stealth | 56.483704064257 |
| See Invisible | 56.483704064257 |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 51 |
| Crit Chance | 23% |
| APR | 36 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 67 |
| Accuracy | 51 |
| Crit Chance | 26% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 76 |
| Crit Chance | 37% |
| Speed | 0.9053263257905 |
Offense: Damage Bonus
| Acid | +11% |
| Mind | +32% |
| Physical | +5% |
| Cold | +11% |
| Fire | +12% |
Offense: Damage Penetration
| Acid | +9% |
| Mind | +30% |
| Physical | +18% |
Defense: Base
| Armour (hardiness) | 31 (48.304188961773%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 37.075 |
| Spell Save | 40.525 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Fire | + 12%( 70%) |
| Cold | + 28%( 70%) |
| Physical | + 20%( 70%) |
| Mind | + 17%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Confusion Resistance | 78% |
| Stun Resistance | 42% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 8% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 324 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 215 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 424% 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 Dexterity stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Psionic / Solipsism | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Psionic / Thought-Forms | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Discharge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Skate |
| talent | Thought-Form: Bowman |
| talent | Psiblades |
| talent | Lucid Dreamer |
| talent | Antimagic Shield |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+38% global speed). Clarity |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 failed to protect the lone alchemist from death by Eilinyvena the rattlesnake. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You must explore the underwater lair of Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 40. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed chunk of ghoul flesh. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed minotaur nose. | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | restorative pair of dwarven-steel boots of strife (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Nature/Psionic While equipped: Stats +3 Con +3 Wil offense ------ Mindpower +4 (+1 eff.) Ignore resists +8% physical defense ------ Armor +4 Fatigue +3% Life Regen +4.00 Healmod +12% Blindside: Puts all charms on 22 turn cooldown Effective talent level: 2.5 Power cost 22 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Belyda the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +10% mind Accuracy +15 (+8 eff.) defense ------ Armor +4 Resistance +3% mind Unlife -20.00 life Life +42.00 Healmod +20% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Umbranaught the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str +2 Con offense ------ Physical Power +4 (+1 eff.) Ignore Armor +1 When Hit 6 blight On-Hit (Melee): * 20% chance to reduce damage dealt by 33% defense ------ Armor +3 Fatigue +5% Unlife -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Obsidianpiety (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +4 Wil offense ------ Mind Crit +6% Mindpower +10 (+2 eff.) On-Hit 9 cold Damage +5% cold Ignore resists +10% mind When Hit 4 darkness defense ------ Armor +2 Fatigue +3% Resistance +6% mind +7% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | cleansing iron torque of mindblast [power 105] (13 cooldown)2.0 Encumbrance T1 torque charm [Ego+] Psionic Blast the opponent's mind dealing 139 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Rimerip the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Str +5 Wil +4 Cun +5 Con offense ------ Physical Power +7 (+2 eff.) Mindpower +6 (+1 eff.) Damage +3% mind +6% cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 41 defense ------ Resistance +3% cold Mind save +6 (+2 eff.) Confus Resist +23% Rings make your fingers look great! |
| On fingers | copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
| Around neck | Xeroletta0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +6 Cun +6 Wil offense ------ Mindpower +10 (+2 eff.) Damage +24% mind Amulets make your neck look great! |
| In main hand | Brandraider the thorny mindstar (98% power, 35 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 99% Range: 1.0x-1.1x Uses 79% Wil, 48% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +35 Critical Rate +3.5% Attack Speed 100% On-hit +20 light +8 fire While equipped: Stats +6 Cun offense ------ Mind Crit +3% Critical power +8.00% Mindpower +16 (+4 eff.) On-Hit 8 acid Damage +11% acid +6% fire Ignore resists +9% acid defense ------ Resistance +7% acid Life Regen +3.00 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Bloomsoul (94% power, 19 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 95% Range: 1.0x-1.1x Uses 79% Wil, 48% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +19 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +13 (+3 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 2.5 Power cost 34 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 50 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
| Cloak | linen cloak 'Infernorune' (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +6% fire defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +3% fire +11% cold Life +40.00 Healmod +10% Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+5 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 56.94 to 71.17 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
shielding rune (absorb 148; dur 4; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 148 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cleansing steel amulet of strength (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Str defense ------ Resistance +10% nature +12% blight Poison Resist +22% Disease Resist +21% Amulets make your neck look great! |
copper amulet 'Bolt's kiss'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +15% mind Ignore resists +25% lightning defense ------ Resistance +6% lightning +9% fire Amulets make your neck look great! |
grounding copper amulet of willpower (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +11% lightning Stun Resist +22% Amulets make your neck look great! |
starlit copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% light +12% darkness Blind Resist +20% Amulets make your neck look great! |
Uryrig0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +1 Mag offense ------ Spellpower/crit +10 Damage +6% arcane Ignore Armor +2 defense ------ Armor +4 Fatigue -5% other ------- Encumbrance +20 Rings make your fingers look great! |
copper ring 'Cinderfist'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +4 Str +2 Mag offense ------ Damage +9% acid Ignore resists +15% acid When Hit 2 fire defense ------ Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
copper ring 'Growthkin'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% nature On-Hit (Melee): * 20% chance to reduce armor by 15% defense ------ Fatigue -5% Resistance +12% mind other ------- Encumbrance +21 Rings make your fingers look great! |
marksman's steel ring of fire (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ Damage +10% fire Accuracy +4 (+3 eff.) defense ------ Resistance +20% fire Rings make your fingers look great! |
psionicist's copper ring of aether (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Damage +10% arcane defense ------ Resistance +10% arcane Mind save +6 (+2 eff.) Rings make your fingers look great! |
psionicist's steel ring of frost (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil offense ------ Damage +11% cold defense ------ Resistance +22% cold Mind save +4 (+1 eff.) Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+1 eff.) Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+2 eff.) Rings make your fingers look great! |
Freezelace the dwarven-steel dagger (115% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Rare] Nature Weapon Damage 115% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +12 cold On-crit, radius 2 +14 lightning +23 cold While equipped: offense ------ Physical Crit +3.0% Critical power +10.00% Move Speed +34% Ignore resists +7% lightning +13% cold +10% mind defense ------ Armor +4 Resistance +3% physical Sharp, short and deadly. |
Swordbreaker (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 10 [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+6 eff.) Physical save +15 (+4 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Tempestmalice (134% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Rare] Master Weapon Damage 134% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +20 lightning While equipped: offense ------ Damage +24% light Ignore resists +20% lightning When Hit 4 lightning Sharp, short and deadly. |
truestriking steel dagger (104% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +7 (+4 eff.) Ignore Armor +6 Sharp, short and deadly. |
arcing dwarven-steel greatsword of evisceration (146% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Arcane/Master Weapon Damage 147% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Critical: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +10.0% Physical Power +7 (+2 eff.) Massive two-handed swords. |
dwarven-steel greatsword 'Arcvile' (143% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Rare] Master Weapon Damage 144% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 mind On-crit, radius 2 +20 lightning While equipped: offense ------ Accuracy +16 (+9 eff.) defense ------ Defense +10 (+5 eff.) Resistance +6% lightning +12% cold Disarm Resist +34% Massive two-handed swords. |
Demonmaster the ash longbow4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 [Random Unique] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-crit, radius 2 +4 darkness +4 fire While equipped: Stats +5 Str +9 Wil +9 Con offense ------ Physical Power +19 (+6 eff.) Damage +9% darkness Ignore resists +10% fire defense ------ Life +35.00 Longbows are used to shoot arrows at your foes. |
blazebringer's dwarven-steel longsword of massacre (135% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego+] Nature/Master Weapon Damage 135% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +22 fire While equipped: offense ------ Global Speed +3% Ignore resists +13% fire Sharp, long, and deadly. |
dwarven-steel longsword 'Adivena' (136% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Random Unique] Nature/Master Weapon Damage 137% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +8 acid On-crit, radius 2 +44 fire On Hit: * 20% chance to reduce armor by 15% On Critical: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +8.0% Physical Power +7 (+2 eff.) Global Speed +6% Damage +15% blight Ignore resists +8% fire Sharp, long, and deadly. |
arcing dwarven-steel mace (133% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 134% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Blunt and deadly. |
Chargestoker (75% power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 75% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) On-Hit (Melee): * 10% chance to slow global speed by 70% defense ------ Resistance +3% nature +12% lightning Mind save +3 (+1 eff.) other ------- Max psi +10.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Serpent's Glare (91% power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 92% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 3.5 Power cost 7 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 157.99 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
gifted thorny mindstar (98% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature Weapon Damage 99% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +10 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying pulsing mindstar of gales (108% power, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 108% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) On-Hit 10 mind 7 darkness Damage +7% lightning +7% physical +4% darkness +4% cold +4% mind defense ------ Defense +15 (+6 eff.) Pinning Resist +24% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Kindlepulverizer' (83% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 84% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 4 mind 3 darkness Damage +3% mind +2% darkness defense ------ Resistance +6% lightning +3% nature +3% light Physical save +2 (+1 eff.) Spell save +3 (+1 eff.) Mind save +3 (+1 eff.) Life +14.00 Life Regen +0.50 other ------- EQ when Hit +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. |
Adaminor4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 [Random Unique] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +10 lightning While equipped: Stats +4 Cun +3 Mag offense ------ Physical Crit +3.0% Spellpower/crit +6 Damage +11% lightning +9% blight Ignore resists +7% physical Accuracy +8 (+5 eff.) Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 [Normal] Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
Camymahek the Mirequeen (111% power, 3 apr, arcane element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Random Unique] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Critical power +16.00% Spellpower +18 (+14 eff.) On-Hit 19 fire Damage +15% lightning +15% cold +15% arcane +15% fire Ignore resists +15% nature Ignore Shields +13% defense ------ Defense +11 (+5 eff.) Resistance +1% physical Shield Power +5% Physical save +6 (+2 eff.) Teleport Resist +10% other ------- See Invisibility +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Mugarach the Glitterransom (100% power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Rare] Nature Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +1% Spellpower +7 (+7 eff.) Mindpower +15 (+4 eff.) Damage +10% fire +15% light +6% darkness defense ------ Life Regen +0.60 Healmod +12% other ------- Max positive +5.00 Max negative +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blighted yew magestaff of fate (120% power, 4 apr, arcane element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +13% Spellpower +13 (+11 eff.) Damage +20% arcane defense ------ Physical save +7 (+2 eff.) Spell save +7 (+2 eff.) Mind save +7 (+2 eff.) other ------- Vim-on-crit +2.00 Max vim +15.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic dwarven-steel steamsaw of shearing (65% power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego+] Nature/Master/Steamtech Weapon Damage 126% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +48 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 acid Ignore resists +6% all Accuracy +5 (+3 eff.) Ignore Armor +7 When Hit 11 acid defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
truestriking dwarven-steel steamsaw of purity (120% power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego+] Nature/Master/Steamtech Weapon Damage 121% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +43 Uses 1.0 Steam While equipped: offense ------ Ignore resists +8% physical Accuracy +8 (+5 eff.) Ignore Armor +10 defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% Resistance +13% nature +12% blight other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Poroma (129% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Random Unique] Nature/Master Weapon Damage 130% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +16 arcane While equipped: Stats +5 Str +3 Dex +6 Mag +6 Wil +5 Cun +5 Con offense ------ Damage +3% arcane Accuracy +8 (+5 eff.) When Hit 4 arcane defense ------ Defense +8 (+4 eff.) Resistance +5% arcane Disarm Resist +28% One-handed war axes. |
Tempestblast (103% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Nature Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +9 nature +20 lightning While equipped: offense ------ Damage +3% lightning On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% acid +3% temporal +9% darkness +6% lightning One-handed war axes. |
Nerywe the Scabmaster1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% nature When Hit 2 acid defense ------ Resistance +5% arcane +6% nature Life Regen +1.10 Healmod +12% A belt that goes around your waist. |
Radhokor the Blackqueen1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Dex +4 Cun +6 Lck offense ------ Critical power +10.00% Damage +3% darkness Accuracy +10 (+6 eff.) Ignore Armor +1 defense ------ Armor +2 Crit Resistance 5.00% Stealth +6 other ------- Disarm Traps +8 Infravision +4 A belt that goes around your waist. |
rough leather belt 'Barudunadir'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Mindpower +5 (+1 eff.) Ignore resists +15% acid defense ------ Resistance +6% light +6% darkness Mind save +6 (+2 eff.) Unlife -40.00 life Life +40.00 Life Regen +4.00 A belt that goes around your waist. |
rough leather belt of life1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Life Regen +0.60 Healmod +13% A belt that goes around your waist. |
Brightsweep (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% light Ignore resists +20% acid defense ------ Defense +1 (+1 eff.) Resistance +6% fire Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Earunarildir the Fogfurnace (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Critical power +5.00% Physical Power +5 (+2 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 33% defense ------ Defense +1 (+1 eff.) Resistance +3% fire Unlife -60.00 life Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Master While equipped: Stats +2 Cun +1 Dex offense ------ Accuracy +3 (+2 eff.) Ignore Armor +4 defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Nature/Psionic While equipped: defense ------ Resistance +6% blight +11% darkness +11% mind +9% all Physical save +11 (+3 eff.) Spell save +11 (+3 eff.) Mind save +22 (+7 eff.) Life +45.00 Life Regen +2.40 Healmod +13% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe of protection (3 def, 2 armour)2.0 Encumbrance T2 cloth armor [Ego+] Master/Psionic While equipped: defense ------ Armor +2 Defense +3 (+2 eff.) Resistance +11% darkness +12% mind +9% all Physical save +25 (+7 eff.) Spell save +13 (+3 eff.) Mind save +22 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of the mind (+11%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+0 eff.) Damage +11% mind defense ------ Resistance +11% mind +7% all Mind save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of frost (+21%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+0 eff.) Damage +14% cold defense ------ Resistance +9% all +21% cold Mind save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Nature While equipped: Stats +4 Con offense ------ Damage +9% nature defense ------ Resistance +10% blight +11% all Life +51.00 Life Regen +2.40 Healmod +14% Poison Resist +25% Disease Resist +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ereleruitar (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +1 Fatigue -5% Resistance +5% arcane +15% cold Physical save +6 (+2 eff.) other ------- Encumbrance +20 A pair of boots made of leather. |
fleetfooted pair of rough leather boots (1 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +2 Dex defense ------ Armor +1 Defense +1 (+1 eff.) A pair of boots made of leather. |
traveler's pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -4% Physical save +7 (+2 eff.) other ------- Encumbrance +26 A pair of boots made of leather. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +10 (+6 eff.) defense ------ Armor +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic iron gauntlets of butchering (0 def, 4 armour)1.5 Encumbrance T1 hands armor [Ego++] Disrupt/Master While equipped: offense ------ Physical Power +5 (+2 eff.) Accuracy +5 (+3 eff.) Ignore Armor +6 defense ------ Armor +4 Fatigue +1% Resistance +5% blight Spell save +8 (+2 eff.) Mind save +5 (+1 eff.) Life +41.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
radiant rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 5 light Damage +4% light defense ------ Armor +1 Resistance +5% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +17 (+9 eff.) defense ------ Armor +1 Fatigue +1% Physical save +6 (+2 eff.) Mind save +5 (+1 eff.) Disarm Resist +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Adylaith the Shadeshine (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Dex +1 Mag +3 Cun +3 Con defense ------ Armor +1 Fatigue +1% Resistance +6% darkness other ------- Light +1 A cap made of leather. |
Cuthichik (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Physical Power +5 (+2 eff.) On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +1 Fatigue +1% Resistance +6% acid +6% fire +3% temporal +6% cold A cap made of leather. |
Glowoath the linen wizard hat (26 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+0 eff.) defense ------ Defense +26 (+10 eff.) other ------- Stamina/turn +2.00 Psi/turn +0.12 Max stamina +10.00 Light +1 A pointy cloth hat, very wizardly... |
Sileriathra (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str +2 Wil +2 Con defense ------ Armor +1 Fatigue +1% other ------- Max mana +60.00 A cap made of leather. |
Kilnsteel the steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Rare] Psionic While equipped: offense ------ Damage +18% fire Ignore resists +20% darkness When Hit 8 cold On-Hit (Melee): * 20% chance to reduce damage dealt by 33% defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% mind +15% fire Mind save +14 (+4 eff.) A suit of armour made of mail. |
radiant iron mail armour of Eyal (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego++] Nature While equipped: Stats +2 Wil defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +11% blight +10% darkness Life +26.00 Life Regen +2.00 Healmod +11% other ------- Light +1 A suit of armour made of mail. |
radiant steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego+] Nature While equipped: Stats +2 Wil defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +14% blight +12% darkness other ------- Light +1 A suit of armour made of mail. |
13 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
265 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Aerildavea the iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +10 (+3 eff.) Ignore Armor +1 defense ------ Defense +15 (+6 eff.) Fatigue -5% Resistance +3% nature Mind save +9 (+3 eff.) Life +80.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Mardiregozor the Puswreck2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% mind Ignore resists +10% nature +5% cold When Hit 8 nature defense ------ Resistance +3% cold Life +43.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+2 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+3 eff.) other ------- Light +9 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 96). Release absorbed darkness in a 9 radius cone with a 90% chance to blind (based on lite radius), dealing 267.00 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +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. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 60% of the healing done. This effect scales with your Magic stat.. Uses 64 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 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Arcrend (23/23, 124% power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Rare] Psionic Weapon Damage 124% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 23 On-ranged-hit +11 physical On-Hit, radius 1 +20 lightning On-crit, radius 2 +4 lightning On Hit: * 20 arcane resource burn * 20% chance to slow global speed by 70% * 20% chance to knock the target back 3 spaces and deal 284 physical damage Shots are used with slings to pummel your foes to death. |
powerful yew totem of thorny skin [power 41] (17 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50% Puts all charms on 17 turn cooldown 100% to increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
7 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Yiggler the Yeek Solipsist level 24
3rd Pyre 123rd year of Ascendancy at 22:52 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Yiggler the Yeek Solipsist level 17
38th Haze 122nd year of Ascendancy at 17:04 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Yiggler the Yeek Solipsist level 23
65th Regrowth 123rd year of Ascendancy at 05:56 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Yiggler the Yeek Solipsist level 26
10th Pyre 123rd year of Ascendancy at 00:10 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Yiggler the Yeek Solipsist level 26
14th Pyre 123rd year of Ascendancy at 05:23 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Yiggler the Yeek Solipsist level 24
3rd Pyre 123rd year of Ascendancy at 22:14 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Yiggler the Yeek Solipsist level 10
9th Dusk 122nd year of Ascendancy at 04:12 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Yiggler the Yeek Solipsist level 20
45th Regrowth 123rd year of Ascendancy at 22:10 see stats
Myths of an age past (Insane (Adventure) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Yiggler the Yeek Solipsist level 24
3rd Pyre 123rd year of Ascendancy at 22:52 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Yiggler the Yeek Solipsist level 26
25th Pyre 123rd year of Ascendancy at 02:36 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Yiggler the Yeek Solipsist level 24
3rd Pyre 123rd year of Ascendancy at 22:52 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Yiggler the Yeek Solipsist level 6
5th Dusk 122nd year of Ascendancy at 14:22 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Yiggler the Yeek Solipsist level 24
3rd Pyre 123rd year of Ascendancy at 22:52 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Yiggler the Yeek Solipsist level 11
31st Dusk 122nd year of Ascendancy at 13:09 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Yiggler the Yeek Solipsist level 20
46th Regrowth 123rd year of Ascendancy at 05:12 see stats
Log
Talent Distortion Wave is ready to use.
Yiggler receives 6 healing (6 psi heal).
Yiggler picks up (G.): blighted yew magestaff of fate (120% power, 4 apr, arcane element).
Talent Psychic Lobotomy is ready to use.
Talent Synaptic Static is ready to use.
Yiggler receives 5 healing (6 psi heal).
Yiggler uses Mind Sear.
You collect a new ingredient: sandworm tooth (1).
Yiggler hits Gigantic sandworm tunneler for 494 mind damage.
Yiggler killed Gigantic sandworm tunneler!
Talent Sunder Mind is ready to use.
Yiggler receives 5 healing (5 psi heal).
Resting starts...
Yiggler feels pain again.
The psychic field around Yiggler crumbles.
Talent Mind Sear is ready to use.
Talent Thought-Form: Bowman is ready to use.
Talent Dominant Will is ready to use.
Talent Resonance Field is ready to use.
Talent Thorn Grab is ready to use.
Talent Infusion: Wild is ready to use.
Rested for 12 turns (stop reason: all resources and life at maximum).
Yiggler activates Thought-Form: Bowman.
Yiggler's mind surges with critical power!
Yiggler receives 3 healing (3 psi heal).





































































































































