











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 17 / 87% |
| Size | medium |
| Lifes / Deaths | Killed by Gledhewe the electric eel at level 6 on the 17th Dearth 122nd year of Ascendancy at 04:59 0 / 6Killed by Bill the Stone Troll at level 11 on the 38th Dearth 122nd year of Ascendancy at 06:17 Killed by greater gwelgoroth at level 15 on the 6th Shortage 122nd year of Ascendancy at 16:56 Killed by Belibrebeth the bandit lord at level 17 on the 19th Shortage 122nd year of Ascendancy at 16:24 Killed by Belibrebeth the bandit lord at level 17 on the 19th Shortage 122nd year of Ascendancy at 17:02 Killed by Zubera the thief at level 17 on the 20th Shortage 122nd year of Ascendancy at 16:07 |
Primary Stats
| Strength | 49 (base 34) |
| Dexterity | 18 (base 10) |
| Constitution | 45 (base 31) |
| Magic | 18 (base 10) |
| Willpower | 44 (base 25) |
| Cunning | 18 (base 10) |
Resources
| Life | -21/592 |
| Hate | 61/100 |
| Healing Factor | 1.0176778256069 |
| Regeneration | 5.3428085844362 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 33 |
| Crit Chance | 10% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +4% |
| All | 0% |
Offense: Damage Penetration
| Light | +15% |
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 21 (30%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 3 |
| Physical Save | 36 |
| Spell Save | 24 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 17%( 70%) |
| Physical | + 9%( 70%) |
| Mind | + 19%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 27%( 70%) |
| Temporal | + 13%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Silence Resistance | 23% |
| Confusion Resistance | 82% |
| Fear Resistance | 40% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 462% 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 141 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Getyneg' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Wil +1 Con dps ---------- Melee Ret 2 temporal ----- def ----- Armour +1 Crit.chn- 5.00% Silence- +23% Confus- +20% Stun/Frz- +23% Def/telep +15 Res/telep +15% Dur/telep +15% A pair of boots made of leather. |
| Light source | brass lantern 'Glimmerransom'2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Res.pen +15% light Melee Ret 2 acid 12 fire ----- def ----- Resists +9% acid +6% fire ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Emeletta (0 def, 7 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Mag +3 Wil +2 Cun dps ---------- Mind.pwr +4 (+2 eff.) Melee Ret 4 blight ----- def ----- Armour +7 Fatigue +1% Resists +9% fire Stun/Frz- +20% ---------- misc Max.vim +10.00 A cap made of leather. |
| Tool | evasive iron torque of psionic shield [power 23] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | mule's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Stun/Frz- +20% ---------- misc Max.enc +22 Rings make your fingers look great! |
| On fingers | titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) HP.reg +3.00 Stun/Frz- +21% Rings make your fingers look great! |
| Around waist | Turarek1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str +2 Mag dps ---------- Apr +1 ----- def ----- Resists +6% lightning +7% temporal ---------- misc Stam/turn +2.00 Light +3 See.Invis +3 A belt that goes around your waist. |
| In main hand | enhanced steel greatmaul of crippling (132% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego++] Nature/Master Power 132% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Str +10 Dex +7 Mag +6 Wil +6 Cun +6 Con dps ---------- Phys.crit +7.0% Massive two-handed mauls. |
| On hands | iron gauntlets 'Yvenne' (0 def, 11 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +11 Fatigue +1% Resists +2% physical Die.at -20.00 life Unarmed combat: Power 103% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit.r1 +5 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | cleansing rough leather armour of lightning resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +11% blight +10% nature +16% lightning A suit of armour made of leather. |
| Cloak | Glaciercutter (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% acid ----- def ----- Defense +7 (+6 eff.) Resists +3% mind Crit.chn- 15.00% Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% mind Confus- +22% Amulets make your neck look great! |
Inventory
movement infusion of the warrior (speed 572%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 572% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; physical; dur 2; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; blight, fire, physical, cold)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 blight, 4 fire, 2 physical, 4 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 50; dur 4; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 50 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. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Zubuvena0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Crit.mult +5.00% Res.pen +25% mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +11% temporal Pinning- +23% Knockbk- +20% Amulets make your neck look great! |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
copper amulet of mastery (0.10 Cursed / Endless hunt)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Cursed/Endless hunt Amulets make your neck look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring 'Glidawen'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Resists +6% lightning +5% arcane Max.HP +20.00 Cut- +10% Teleport- +20% Rings make your fingers look great! |
copper ring 'Zubowyn'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex +5 Wil +1 Cun dps ---------- Acc +6 (+3 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% fire Spell.save +9 (+4 eff.) ---------- misc Psi/ret +0.04 Rings make your fingers look great! |
savior's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Rings make your fingers look great! |
warrior's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Blind- +24% ---------- misc Infravis +3 See.Stealth +5 See.Invis +10 Rings make your fingers look great! |
Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 15% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 44.59 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 136% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 10 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
chilling steel greatsword of paradox (132% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 132% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 temporal +9 cold While equipped: ----- def ----- Resists +9% temporal Massive two-handed swords. |
thought-forged iron greatsword of massacre (129% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master/Psionic Power 129% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 mind On Hit: * 14% chance to reduce all saves and defense by 25 While equipped: Stats +3 Cun +2 Wil Massive two-handed swords. |
steel longsword (110% power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
steel longsword (108% power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
balanced steel mace of massacre (121% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Master Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +7 (+6 eff.) Disarm- +20% Blunt and deadly. |
iron mace of the mystic (104% power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.pwr +6 (+2 eff.) Blunt and deadly. |
Emoriatta (75% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +3% mind Max.HP +12.00 HP.reg +0.50 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Serpent's Glare (91% power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 91% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 197.09 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
horrifying vined mindstar of life (83% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 83% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 4 mind 3 darkness Dmg.mod +4% mind +3% darkness ----- def ----- Max.HP +13.00 HP.reg +0.60 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
projecting vined mindstar of flames (87% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) All.spd +2% Melee+ 4 fire Dmg.mod +5% lightning +12% fire +7% cold Res.pen +6% fire ----- def ----- Resists +7% fire ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection 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. |
wyrm's vined mindstar (81% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 81% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 4 lightning 2 physical 3 cold 2 acid 2 fire ----- def ----- Resists +4% lightning +2% physical +2% fire +2% cold +3% acid ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Lisoserin the Cracklescar (100% power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Rare] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Mag dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% arcane Res.pen +15% blight +20% acid ----- def ----- Resists +12% lightning ---------- misc Mana/turn +0.12 Vim/s.crit +2.00 Max.mana +37.00 Max.vim +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff (111% power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash starstaff of might (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm starstaff of might (107% power, 2 apr, physical element)5.0 T1 staff 2H weapon [Ego] Arcane Power 107% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +5 (+1 eff.) Dmg.mod +13% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
River's Fury (125% power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 125% Range: 1.4x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+5 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 2, doing 3.24 cold damage and 3.37 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
balanced steel waraxe (101% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Master Power 101% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +6 (+5 eff.) Disarm- +22% One-handed war axes. |
Betodhemira the rough leather belt1.0 T1 belt armor [Rare] Disrupt While equipped: dps ---------- Res.pen +5% physical Apr +4 ----- def ----- Resists +6% acid +6% blight Phys.save +3 (+1 eff.) Die.at -40.00 life A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- 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. |
resilient linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of mindcraft (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +4 Wil +2 Cun dps ---------- Mind.crit +4% ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shiverbright the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold Res.pen +5% lightning ----- def ----- Armour +1 Resists +6% lightning +5% temporal +6% cold +9% blight A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [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. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [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. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +12.00 A pair of boots made of leather. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
iron gauntlets 'Breezequake' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 acid Dmg.mod +7% acid Res.pen +15% acid On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +3% fire +5% arcane +12% temporal Unarmed combat: Power 96% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 acid On Hit: 10% Corrosive Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 113% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
umbral dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Melee+ 10 darkness Dmg.mod +4% darkness ----- def ----- Armour +2 Fatigue +3% Resists +7% darkness Unarmed combat: Power 123% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 20% Moonlight Ray 3 On Hit: * 5% chance to reduce damage dealt by 20% Metal gloves protecting the hands up to the middle of the lower arm. |
Branistir the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% acid Res.pen +20% acid On Hit (Melee): * 20% chance to reduce armor by 14% ----- def ----- Armour +1 Fatigue +1% Def/telep +15 Res/telep +15% Dur/telep +15% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 102.4 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Heathash the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +2 Dex +2 Mag dps ---------- Dmg.mod +9% fire ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +6% fire +6% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Swampwrack (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +18% acid On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +7% temporal +3% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Windgrind the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- On Hit (Melee): * 10% chance to slow global speed by 51% * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane +3% nature +6% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm of dexterity (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing linen wizard hat of lightning (+18%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +1 (+1 eff.) Resists +18% lightning Phys.save +7 (+3 eff.) A pointy cloth hat, very wizardly... |
Flashslice (2 def, 8 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Mag dps ---------- Crit.mult +15.00% Res.pen +5% light ----- def ----- Armour +8 Defense +2 (+2 eff.) Fatigue +12% Resists +6% physical Phys.save +11 (+5 eff.) ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
impenetrable steel mail armour (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable steel mail armour of acid resistance (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+2 eff.) Fatigue +12% Resists +15% acid A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
steel mail armour of stability (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +6% physical Phys.save +13 (+5 eff.) A suit of armour made of mail. |
rejuvenating steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Nature While equipped: ----- def ----- Armour +9 Fatigue +22% HP.reg +3.40 ---------- misc Stam/turn +0.50 A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+6 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
2 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. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
Amusin the Arcidol2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Cun +2 Mag dps ---------- Melee Ret 4 lightning 11 fire ----- def ----- Resists +5% fire ---------- misc Light +3 Infravis +2 See.Invis +9 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. |
Flashnight2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +10% mind Melee Ret 8 lightning 10 nature ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 43.00 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 43.00 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Bogarab'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.pwr +15 (+6 eff.) Res.pen +5% mind On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +9% blight +12% temporal +3% nature Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Quenchraptor'2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Res.pen +5% cold Melee Ret 4 acid 10 fire 6 cold ----- def ----- Resists +6% blight +6% fire +6% cold ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 61.88 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
acidic pouch of steel shots of accuracy (19/19, 125% power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 125% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +2 Crit +4.5% Capacity 19 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Shots are used with slings to pummel your foes to death. |
pouch of steel shots (15/15, 123% power, 2 apr)3.0 T2 shot ammo [Normal] Power 123% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 15 Shots are used with slings to pummel your foes to death. |
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. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ikkanvor the Dwarf Cursed level 11
11st Loss 122nd year of Ascendancy at 23:53 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Ikkanvor the Dwarf Cursed level 10
37th Dearth 122nd year of Ascendancy at 03:08 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Ikkanvor the Dwarf Cursed level 6
18th Voratun 122nd year of Ascendancy at 15:29 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Ikkanvor the Dwarf Cursed level 6
16th Dearth 122nd year of Ascendancy at 15:01 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Ikkanvor the Dwarf Cursed level 12
24th Loss 122nd year of Ascendancy at 13:59 see stats
Log
An object rolls from the chest!
But the chest was guarded!
Xygarin the bandit lord uses Evasion.
Xygarin the bandit lord tries to evade attacks.
Something performs a melee critical strike against Ikkanvor!
Ikkanvor hits Something for 98 physical, 6 physical (105 total damage).
Something hits Ikkanvor for 24 physical, 12 physical, 4 fire (42 total damage).
Something hits Ikkanvor for 25 physical, 5 nature, 5 cold, 24 physical (61 total damage).
Xygarin the bandit lord uses Flurry.
Xygarin the bandit lord deactivates Stealth.
Xygarin the bandit lord performs a melee critical strike against Ikkanvor!
Xygarin the bandit lord performs a melee critical strike against Ikkanvor!
Melee retaliation hits Xygarin the bandit lord for 2 acid, 1 temporal, 4 blight, 12 fire, 2 acid, 1 temporal, 4 blight, 12 fire, 2 acid, 1 temporal, 4 blight, 12 fire, 2 acid, 1 temporal, 4 blight, 12 fire, 2 acid, 1 temporal, 4 blight, 12 fire, 2 acid, 1 temporal, 4 blight, 12 fire (123 total damage).
Xygarin the bandit lord hits Ikkanvor for 65 physical, 4 light, 20 darkness, 18 physical, 6 darkness, 20 darkness, 37 physical, 4 light, 20 darkness, 13 physical, 6 darkness, 20 darkness, 68 physical, 4 light, 20 darkness, 15 physical, 6 darkness, 20 darkness (375 total damage).
Bandit is stunned with fear!
Zubera the thief casts a protective shield just in time!
Mindrot hits Bandit for 3 mind, 4 darkness (8 total damage).
Mindrot hits Zubera the thief for 3 mind, 4 darkness (8 total damage).
Mindrot hits Thief for 4 mind, 4 darkness (9 total damage).
Mindrot hits Bandit for 3 mind, 3 darkness (8 total damage).
Mindrot hits Xygarin the bandit lord for 4 mind, 3 darkness (8 total damage).
Mindrot hits Rogue for 4 mind, 3 darkness (8 total damage).
Mindrot hits Rogue for 4 mind, 3 darkness (8 total damage).
Zubera the thief uses Flurry.
Zubera the thief performs a melee critical strike against Ikkanvor!
Ikkanvor is poisoned!
Melee retaliation hits Zubera the thief for 1 acid, 2 temporal, 4 blight, 12 fire, 1 acid, 2 temporal, 4 blight, 12 fire, 1 acid, 2 temporal, 4 blight, 12 fire, 1 acid, 2 temporal, 4 blight, 12 fire, 1 acid, 2 temporal, 4 blight, 12 fire, 1 acid, 2 temporal, 4 blight, 12 fire (124 total damage).
Zubera the thief hits Ikkanvor for 43 physical, 17 darkness, 14 physical, 17 darkness, 31 physical, 17 darkness (142 total damage).
Ikkanvor the level 17 dwarf cursed was darkened to death by Zubera the thief on level 2 of The Maze.



























































































