










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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.
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release 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 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Vector |
| Level / Exp | 19 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 19 on the 47th Haze 122nd year of Ascendancy at 14:39 / 1 |
Primary Stats
| Strength | 14 (base 12) |
| Dexterity | 43 (base 34) |
| Constitution | 15 (base 10) |
| Magic | 49 (base 46) |
| Willpower | 18 (base 11) |
| Cunning | 11 (base 10) |
Resources
| Life | -172/429 |
| Stamina | 174/174 |
| Vim | 132/172 |
| Healing Factor | 1.2860311219417 |
| Regeneration | 1.478935790233 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 60 |
| Crit Chance | 18% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +41% |
| Blight | +6% |
| Physical | +27% |
| Cold | +15% |
| All | 0% |
| Temporal | +4% |
| Mind | +15% |
| Fire | +32% |
| Nature | +15% |
Offense: Damage Penetration
| Blight | +20% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 35 (93.914983985962%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 33 |
| Mental Save | 21 |
Defense: Resistances
| Lightning | + 20%( 70%) |
| Acid | + 34%( 70%) |
| Nature | + 40%( 70%) |
| Temporal | + 30%( 70%) |
| Darkness | + 18%( 70%) |
| Arcane | + 19%( 70%) |
| Fire | + 31%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Bleed Resistance | 50% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 72 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 337 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Debility | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Marksmanship | 1.44 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Hexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the repented thief from death by poison gas trap. Escort: repented thief (level 1 of Old Forest) | failed |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * '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.' 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 electric eel tail. * You've found the needed warg claw. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | Tuhad the pair of rough leather boots (0 def, 11 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Mag dps ---------- Dmg.mod +3% physical ----- def ----- Armour +11 Resists +6% lightning +6% temporal A pair of boots made of leather. |
| Quiver | deadly quiver of yew arrows (23/23, 147% power, 10 apr)3.0 T3 arrow ammo [Ego] Master Power 147% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 23 Arrows are used with bows to pierce your foes to death. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +45.00 ---------- misc Light +5 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 | linen wizard hat 'Unrydir' (21 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +9% physical +11% fire ----- def ----- Defense +21 (+7 eff.) Resists +16% fire A pointy cloth hat, very wizardly... |
| Tool | Neremina the iron torque of gale force [power 100] (31/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Str ----- def ----- Die.at -40.00 life Disarm- +20% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 127 physical damage Puts all charms on 15 cooldown 100% to heal for 36. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Adavea0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +1 Dex dps ---------- Phys.crit +4.0% Dmg.mod +3% physical ----- def ----- Armour +6 Resists +6% temporal +5% arcane +3% darkness Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
| On fingers | marksman's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% acid Acc +6 (+1 eff.) ----- def ----- Resists +22% acid Rings make your fingers look great! |
| Around waist | Uradil the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.pwr +10 (+3 eff.) Acc +5 (+1 eff.) Apr +4 ----- def ----- Defense +10 (+3 eff.) HP.reg +0.90 Heal.mod +11% A belt that goes around your waist. |
| In main hand | Hellsdash the ash longbow4.0 T2 longbow 2H weapon [Random Unique] Arcane Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +9 acid +11 cold +8 fire While equipped: dps ---------- Dmg.mod +15% acid +15% cold +6% blight +15% fire Res.pen +20% blight ----- def ----- Resists +3% fire Longbows are used to shoot arrows at your foes. |
| On hands | temporal rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 temporal Ranged+ 6 temporal Dmg.mod +4% temporal Acc +10 (+2 eff.) ----- def ----- Armour +1 Resists +6% temporal 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. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) =5con=2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | Singebraze the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% physical +6% fire Res.pen +5% mind ----- def ----- Defense +1 (+0 eff.) Phys.save +12 (+6 eff.) Die.at -20.00 life Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Hariregokor the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Armour +2 Phys.save +11 (+6 eff.) Spell.save +14 (+7 eff.) Mind.save +12 (+6 eff.) Die.at -60.00 life Heal.mod +13% Cut- +50% ---------- misc Masteries +0.14 Technique/Marksmanship Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 133 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
movement infusion of the duelist (speed 621%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 621% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 473%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 473% 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. |
regeneration infusion of the wizard (heal 295; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shatter afflictions rune of the sneak (absorb 37; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 37 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 160; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 160 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of mastery (0.11 Corruption / Blight)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Corruption/Blight Amulets make your neck look great! |
starlit copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% light +12% darkness Blind- +21% Amulets make your neck look great! |
copper ring of arcana (+0.13/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +22% ---------- misc Mana/turn +0.13 Rings make your fingers look great! |
psionicist's copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Mind.save +4 (+2 eff.) Rings make your fingers look great! |
Bleakriver the steel battleaxe (134% power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Random Unique] Arcane/Master Power 134% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +8 temporal On Crit.r2 +4 darkness On Hit: * Create an explosion dealing 59 acid damage (1/turn) On Crit: * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 While equipped: dps ---------- Dmg.mod +13% acid Res.pen +17% acid ----- def ----- Resists +6% darkness Massive two-handed battleaxes. |
Glacierhunter the dwarven-steel battleaxe (138% power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Random Unique] Nature/Psionic Power 139% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +9 darkness +10 nature Against +13% Living On Hit.r1 +12 arcane On Crit.r2 +7 lightning +14 cold While equipped: dps ---------- Mov.spd +39% Dmg.mod +3% arcane +6% cold Res.pen +7% lightning +13% cold Melee Ret 4 cold Massive two-handed battleaxes. |
dwarven-steel battleaxe of persecution (136% power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Disrupt Power 137% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Against +17% Unnatural While equipped: Stats +3 Wil Massive two-handed battleaxes. |
Vorobeth (98% power, 7 apr) =2str=1.0 T1 dagger 1H weapon [Rare] Master Power 99% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +7% physical Acc +5 (+1 eff.) ----- def ----- Armour +2 Sharp, short and deadly. |
Voruldawyn the steel dagger (102% power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 102% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Phasing +10% Melee+ +9 cold +7 light Against +9% Undead On Hit: * 20% chance to reduce armor by 29% While equipped: dps ---------- Dmg.mod +3% arcane Res.pen +7% all Acc +7 (+1 eff.) Apr +6 Melee Ret 2 blight Sharp, short and deadly. |
arcing steel dagger (104% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 105% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 59 damage Sharp, short and deadly. |
balanced steel dagger of massacre (117% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 117% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +24% Sharp, short and deadly. |
dwarven-steel dagger of enduring (111% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Nature Power 111% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +5 Con +5 Wil ----- def ----- Max.HP +34.00 Sharp, short and deadly. |
hateful dwarven-steel dagger of erosion (115% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Nature/Psionic Power 115% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 nature +10 darkness Against +9% Living Sharp, short and deadly. |
slime-covered steel dagger (102% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Disrupt Power 102% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 6% chance to slow global speed by 41% Sharp, short and deadly. |
arcing steel greatsword of rage (127% power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego+] Arcane/Master Power 127% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 59 damage While equipped: Stats +3 Str dps ---------- Dmg.mod +10% physical Acc +10 (+2 eff.) Massive two-handed swords. |
chilling steel greatsword of vileness (125% power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Arcane Power 126% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 blight +13 cold On Hit: * 12% chance to reduce strength, dexterity, and constitution by 19 Massive two-handed swords. |
ash longbow of enduring =9con=4.0 T2 longbow 2H weapon [Ego+] Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +9 Con +9 Wil ----- def ----- Max.HP +24.00 Longbows are used to shoot arrows at your foes. |
Uridohek (103% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Nature Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit.r2 +8 mind +12 fire While equipped: Stats +3 Wil dps ---------- All.spd +2% Dmg.mod +12% mind Res.pen +8% fire ----- def ----- Armour +4 Heal.mod +20% Sharp, long, and deadly. |
iron longsword of crippling (104% power, 2 apr)3.0 T1 longsword 1H weapon [Ego+] Master Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Sharp, long, and deadly. |
Aliyon the Thunderrot (81% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 82% 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% On Hit.r1 +4 acid On Crit.r2 +16 acid While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +4% nature +6% acid Res.pen +10% lightning +10% acid ----- def ----- Resists +4% blight +15% lightning Disease- +10% ---------- 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. |
blooming mossy mindstar of balance (75% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] 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 +1% Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +3 (+1 eff.) Heal.mod +11% Heal/summ +15 ---------- misc Equi/ret +0.50 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. |
inquisitor's vined mindstar (87% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Disrupt 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% On Crit: * Deals 36 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- 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. |
nature's vined mindstar of life (88% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 89% 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.) Dmg.mod +2% nature ----- def ----- Resists +3% blight Max.HP +12.00 HP.reg +0.70 Disease- +12% ---------- 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. |
thorny mindstar of resolve (94% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Spell.save +2 (+1 eff.) ---------- 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. |
vined mindstar of life (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 84% 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.) ----- def ----- Max.HP +22.00 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. |
cured leather sling4.0 T2 sling 1H weapon [Normal] Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
Elenirak the elm starstaff (100% power, 2 apr, light element)5.0 T1 staff 2H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+2 eff.) Mind.pwr +5 (+3 eff.) Dmg.mod +10% light ----- def ----- Armour +4 Resists +3% darkness Heal.mod +10% Knockbk- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Shadowweeper the ash magestaff (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Rare] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +21% fire Res.pen +10% acid +20% fire +20% darkness ----- def ----- Defense +7 (+2 eff.) Resists +3% darkness ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 59.86 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of fate (111% power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical 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 (+3 eff.) Dmg.mod +15% cold ----- def ----- Phys.save +5 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +8 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
quick steel waraxe (108% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego+] Master Power 108% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +1 Dex dps ---------- Phys.spd +10% Acc +8 (+2 eff.) One-handed war axes. |
truestriking steel waraxe (100% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego+] Master Power 100% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +9 (+2 eff.) Apr +6 One-handed war axes. |
Brodugas the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +5 Dex +4 Cun +6 Lck dps ---------- Crit.mult +5.00% ----- def ----- Resists +2% physical Stealth +6 Die.at -40.00 life ---------- misc T.Disarm +6 Stam/turn +3.00 Infravis +3 A belt that goes around your waist. |
Cyralrarewe1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +12% blight +6% cold +5% arcane +6% nature Spell.save +12 (+6 eff.) Max.HP +35.00 A belt that goes around your waist. |
insulating rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Resists +6% fire +6% cold Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt 'Glowvault'1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str dps ---------- Acc +10 (+2 eff.) ----- def ----- Resists +6% fire +9% light +6% cold ---------- misc Light +2 A belt that goes around your waist. |
rough leather belt of unlife =breath=1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Aerossra the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Str +1 Wil ----- def ----- Defense +1 (+0 eff.) Crit.chn- 15.00% Max.HP +30.00 ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chargewilter (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +1 Cun +2 Con dps ---------- Dmg.mod +9% lightning Melee Ret 4 lightning ----- def ----- Defense +1 (+0 eff.) Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Voribeth (1 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Cun +1 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +6% temporal Spell.save +6 (+3 eff.) Mind.save +3 (+1 eff.) Disarm- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lisuma (5 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +5 Wil ----- def ----- Defense +5 (+2 eff.) Resists +6% acid +5% arcane +9% all Spell.save +9 (+5 eff.) Die.at -40.00 life Poison- +20% ---------- misc Mana/turn +0.10 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of lightning (+19%) (7 def, 0 armour)2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +13% lightning ----- def ----- Defense +7 (+2 eff.) Resists +19% lightning +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Furnacewrecker' (5 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +10% physical +11% fire Melee Ret 2 fire ----- def ----- Defense +5 (+2 eff.) Resists +10% physical +19% fire +6% mind +9% all Mind.save +15 (+7 eff.) HP.reg +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots 'Tarrirak' (25 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +5 Defense +25 (+8 eff.) Fatigue +2% Spell.save +3 (+2 eff.) Blind- +20% Disease- +10% Disarm- +10% ---------- misc Infravis +4 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 'Uleroddagohad' (3 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% blight ----- def ----- Armour +3 Defense +3 (+1 eff.) Fatigue +2% Resists +3% temporal +3% physical +3% cold Max.HP +20.00 Def/telep +15 Res/telep +15% Dur/telep +15% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. 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 of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of iron boots of tirelessness (0 def, 3 armour) =21stn=3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +22% Confus- +21% Stun/Frz- +21% ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayinor (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +2 Mag +2 Wil +1 Cun dps ---------- Mind.crit +5% ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +12.00 Max.hate +4.00 Max.psi +10.00 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. |
naturalist's iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 nature Dmg.mod +4% nature Acc +11 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% nature 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. |
Aerildavea the Kindlejam (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +5% blight Melee Ret 10 fire ----- def ----- Armour +3 Fatigue +5% Resists +12% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Araroddadur the iron helm (15 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Wil dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +10% physical Apr +3 ----- def ----- Armour +3 Defense +15 (+5 eff.) Fatigue +5% Resists +6% blight Mind.save +6 (+3 eff.) ---------- misc Stam/turn +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating rough leather cap of dexterity (+4) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +4 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
iron helm of trickery (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of strength (+2) (0 def, 1 armour) =2str=2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Carrionpride the iron mail armour (2 def, 6 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +9% cold Res.pen +10% physical ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% mind +6% nature Mind.save +12 (+6 eff.) ---------- misc Stam/turn +3.00 A suit of armour made of mail. |
impenetrable iron mail armour of cold resistance (2 def, 11 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +12% Resists +16% cold A suit of armour made of mail. |
impenetrable steel mail armour of acid resistance (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% Resists +16% acid A suit of armour made of mail. |
steel mail armour 'Frigidwrecker' (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Master While equipped: Stats +3 Mag +7 Wil dps ---------- Res.pen +10% cold ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +19% lightning Crit.chn- 5.00% ---------- misc Light +1 A suit of armour made of mail. |
cleansing hardened leather armour (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +12% nature +11% blight A suit of armour made of leather. |
enlightening rough leather armour of stability (3 def, 2 armour)9.0 T1 light armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +5% physical Phys.save +11 (+6 eff.) Mind.save +11 (+5 eff.) A suit of armour made of leather. |
rejuvenating cured leather armour of stability (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +7% physical Phys.save +11 (+6 eff.) HP.reg +2.90 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
iron plate armour 'Eledamira' (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training Str 22 [Rare] Disrupt While equipped: dps ---------- Res.pen +10% acid On Hit (Melee): * 20% chance to reduce armor by 29% ----- def ----- Armour +7 Fatigue +22% Resists +14% blight +23% nature +12% lightning D.Red.from +6% Unnatural A suit of armour made of metal plates. |
steel shield of lightning resistance (+15%) (0 def, 4 armour, 43 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
slimey quiver of ash arrows of accuracy (19/19, 122% power, 7 apr)3.0 T2 arrow ammo [Ego] Disrupt/Master Power 122% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +7 Crit +1.5% Capacity 19 On Hit: * 9% chance to slow global speed by 41% Arrows are used with bows to pierce your foes to death. |
5 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. |
207 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +3 (+0 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Camildil the Filthstriker2.0 T1 lite [Rare] Nature While equipped: dps ---------- Melee Ret 2 nature ----- def ----- Armour +4 Resists +6% blight Phys.save +3 (+2 eff.) Spell.save +3 (+2 eff.) Max.HP +45.00 ---------- misc Max.stam +30.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
self-loading pouch of steel shots of accuracy (15/15, 120% power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 121% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Acc +6 Apr +2 Crit +4.5% Capacity 15 Rld cld 4 Shots are used with slings to pummel your foes to death. |
Duvakhad the Splendourrock [power 100] (31/25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Dex +2 Con dps ---------- Acc +5 (+1 eff.) Apr +2 Melee Ret 6 light ----- def ----- Resists +1% physical Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 113 Armor: 2 All Resist: 2 Puts all charms on 25 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
extending ash wand of lightning storm [power 188] (31/15 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 37 lightning damage and will be dazed for 1 turn (188 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 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. |
9 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. |
11 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 (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Shalector the Shalore Vector level 10
5th Flare 122nd year of Ascendancy at 16:12 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Shalector the Shalore Vector level 10
5th Mirth 122nd year of Ascendancy at 22:29 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Shalector the Shalore Vector level 10
5th Mirth 122nd year of Ascendancy at 22:29 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Shalector the Shalore Vector level 12
4th Dusk 122nd year of Ascendancy at 01:13 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Shalector the Shalore Vector level 17
39th Haze 122nd year of Ascendancy at 05:18 see stats
Log
Worm that walks stops bleeding.
Poison from Shalector hits Worm that walks for 3 nature damage.
You sense that Something has taken notice of you ...
Shalector shoots!
Worm that walks resists the disease!
Worm that walks HEALS from blight damage!
Corrupted Archery hits Worm that walks for 4 blight, 11 healing (4 total damage) [11 healing].
Shalector's Shoot hits Worm that walks for 53 physical, 0 acid, 12 cold, 6 temporal, 14 fire (84 total damage).
Worm that walks casts Drain.
The diseases of worm that walks spread!
Worm that walks misses Shalector.
Worm that walks misses Shalector.
Worm that walks hits Shalector for 137 blight damage.
Epidemic from Worm that walks hits Shalector for 55 blight damage.
Worm that walks speeds up.
Poison from Shalector hits Worm that walks for 3 nature damage.
Worm that walks uses Infusion: Regeneration.
Worm that walks starts regenerating health quickly.
Shalector stops regenerating health quickly.
Epidemic from Worm that walks hits Shalector for 55 blight damage.
Poison from Shalector hits Worm that walks for 3 nature damage.
Worm that walks uses Blindside.
Worm that walks misses Shalector.
Worm that walks misses Shalector.
Talent Virulent Disease is ready to use.
Epidemic from Worm that walks hits Shalector for 55 blight damage.
Shalector the level 19 shalore vector was tainted to death by a worm that walks on level 1 of Old Forest.

























































































