











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Passive Cooldowns 1.6.0Items Vault 1.6.0Donators/Buyers bonus! Wall Clock 1.6.0Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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.
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.6.7Official 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:
Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.6.6This 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 Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Showing Items Tier in Inventory 1.6.0This 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 |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 27 / 39% |
| Size | big |
| Lifes / Deaths | Killed by Salurin the warg at level 26 on the 3rd Haze 123rd year of Ascendancy at 22:15 / 2Killed by Gunn the rogue at level 27 on the 31st Haze 123rd year of Ascendancy at 06:48 |
| Antimagic | Follower |
Primary Stats
| Strength | 59 (base 36) |
| Dexterity | 16 (base 13) |
| Constitution | 50 (base 29) |
| Magic | 11 (base 10) |
| Willpower | 56 (base 43) |
| Cunning | 30 (base 22) |
Resources
| Life | -1485/1384 |
| Stamina | 136/213 |
| Equilibrium | 54 |
| Healing Factor | 1.6227272727273 |
| Regeneration | 118.07658802776 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +114% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 46.446758763835 |
| See Invisible | 51.446758763835 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 38 |
| Crit Chance | 12% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5.5 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Light | +12% |
| Nature | +8% |
| Physical | +11% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Physical | +25% |
| Arcane | +20% |
| Fire | +19% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 91.866156848604 (78.452380952381%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 25 |
| Physical Save | 56 |
| Spell Save | 45 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Blight | + 19%( 70%) |
| Physical | + 21%( 70%) |
| Cold | + 24%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 23%( 70%) |
| Mind | + 19%( 70%) |
| Fire | + 52%( 70%) |
| Nature | + 44%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 0% |
| Knockback Resistance | 57% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 335 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 820% 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 436 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -691 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2124 life, 24 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Last Stand |
| talent | Shield Wall |
| talent | Elemental Harmony |
| beneficial effect | Reduces all damage taken by 141. Blocking |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 114.06 nature damage per turn. Poison |
| beneficial effect | Keeps you from dying even if your life drops to -1253 Heroism |
| beneficial effect | Increases global speed by 10%. Elemental Harmony |
| beneficial effect | The target has 52 increased life regeneration. Recovery |
| beneficial effect | You gain 23% resistance against acid, fire and nature. Resolve |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the lone alchemist from death by Nerigathra the snow giant. Escort: lone alchemist (level 2 of Daikara) | failed |
You abandoned worried loremaster to death. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Layunor the deformed great wolf. Escort: worried loremaster (level 1 of Heart of the Gloom) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. You have been shown a secret entrance to his stronghold. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed vial of fire wyrm saliva. * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * '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.' * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed bloated horror heart. * You've found the needed giant spider spinneret. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Magmamonster (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Armour +4 Fatigue -3% Resists +6% acid Phys.save +11 (+3 eff.) Max.HP +100.00 Heal.mod +15% ---------- misc Max.enc +20 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Sunshaper'1.0 T3 lite [Random Unique] Nature/Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +12% light Res.pen +20% arcane ----- def ----- Resists +7% blight Mind.save +13 (+4 eff.) HP.reg +10.00 ---------- misc Light +4 See.Stealth +20 See.Invis +25 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | dwarven-steel gauntlets 'Zanogafast' (15 def, 6 armour)1.5 T2 hands armor [Random Unique] Master While equipped: Stats +3 Str +2 Dex dps ---------- Crit.mult +10.00% Phys.pwr +10 (+3 eff.) Acc +12 (+4 eff.) ----- def ----- Armour +6 Defense +15 (+7 eff.) Fatigue +3% Mind.save +7 (+2 eff.) Max.HP +45.00 ---------- misc Stam/turn +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Muran [power 2] (23 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Phys.pwr +30 (+8 eff.) Res.pen +25% physical ----- def ----- Armour +10 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 23 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 | Loamlord the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +1 Dex +1 Mag dps ---------- Res.pen +5% nature Melee Ret 8 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Crit.dmg- 10.00% HP.reg +4.00 Stun/Frz- +26% ---------- misc Light +2 Rings can have magical properties. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | steel amulet 'Cindermaim'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +3% darkness +3% fire ----- def ----- Resists +3% acid +15% fire +6% light +6% cold Amulets can have magical properties. |
| In main hand | Layyda the voratun longsword (43.5-60.9 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 43.5 - 60.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +68 fire On Hit: * 13% chance to slow global speed by 50% * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% All.spd +4% Res.pen +19% fire ----- def ----- Resists +6% light +9% lightning ---------- misc Equi/ret +0.04 Sharp, long, and deadly. |
| Around waist | monstrous rough leather belt of valiance1.0 T1 belt armor [Ego++] Nature/Psionic While equipped: Stats +4 Str +1 Wil +4 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Max.HP +45.00 ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | windwalling dwarven-steel shield of resistance (0 def, 6 armour, 26.5-31.8 power, 82.5 block)7.0 T3 shield armor [Ego++] Nature/Psionic When used to Attack: Power 26.5 - 31.8 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +82 Melee+ +12 physical While equipped: Stats +3 Wil ----- def ----- Armour +6 Fatigue +8% Resists +6% acid +10% physical +7% cold +7% fire +7% lightning Shield.near.proj +12 Proj.slow +16% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Turagen the Ichormight (16 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +7 Str +2 Con dps ---------- Phys.crit +1.0% Dmg.mod +3% physical ----- def ----- Armour +2 Defense +16 (+8 eff.) Resists +3% nature Phys.save +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Duathelwing the dwarven-steel mail armour (10 def, 19 armour)14.0 T3 heavy armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 19% ----- def ----- Armour +19 Defense +10 (+5 eff.) Fatigue +12% Resists +7% mind Mind.save +26 (+9 eff.) ---------- misc Psi/ret +0.16 A suit of armour made of mail. |
Inventory
healing infusion of the psychic (heal 167; cd 14)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 instantly heal yourself for 167 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 422%; cd 18)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 422% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; magical, physical; dur 2; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 18% 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. |
shielding rune of the wizard (absorb 213; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 213 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel amulet of vision0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +13% ---------- misc Infravis +4 Sight +2 See.Invis +5 Amulets can have magical properties. |
savior's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Phys.save +7 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +7 (+2 eff.) Rings can have magical properties. |
Blazegrinder (18.5-27.75 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 18.5 - 27.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +20 mind While equipped: Stats +2 Cun dps ---------- Dmg.mod +15% mind Res.pen +20% mind Acc +12 (+4 eff.) ----- def ----- Defense +12 (+6 eff.) Resists +12% lightning Disarm- +45% ---------- misc Psi/ret +0.12 Massive two-handed battleaxes. |
dwarven-steel battleaxe of crippling (30.5-45.75 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master Power 30.5 - 45.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Massive two-handed battleaxes. |
Eleyana (11-14.3 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 11.0 - 14.3 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +8 acid While equipped: dps ---------- Crit.mult +20.00% Acc +7 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Resists +9% mind Spell.save +12 (+4 eff.) Die.at -40.00 life Blind- +20% Disarm- +21% ---------- misc Vim/s.crit +2.00 Sharp, short and deadly. |
Swordbreaker (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+7 eff.) Phys.save +15 (+4 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
balanced dwarven-steel dagger (16.5-21.45 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Power 16.5 - 21.4 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +22% Sharp, short and deadly. |
blazebringer's stralite dagger of massacre (36-46.8 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature/Master Power 36.0 - 46.8 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +59 fire While equipped: dps ---------- All.spd +3% Res.pen +13% fire Sharp, short and deadly. |
dwarven-steel dagger 'Sewerblast' (14.5-18.85 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Random Unique] Arcane/Nature/Master Power 14.5 - 18.9 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +13 cold On Hit.r1 +8 nature While equipped: Stats +6 Str +8 Dex +6 Mag +5 Wil +5 Cun +6 Con dps ---------- Res.pen +5% acid +10% nature +8% all Acc +8 (+2 eff.) Apr +8 Melee Ret 8 acid On Hit (Melee): * 10% chance to reduce armor by 11% Sharp, short and deadly. |
dwarven-steel dagger of massacre (25.5-33.15 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Power 25.5 - 33.1 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
warbringer's stralite dagger (30.5-39.65 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Power 30.5 - 39.6 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +8% physical ----- def ----- Disarm- +15% Sharp, short and deadly. |
Boroldir the Sleetwill (22.5-36 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 22.5 - 36.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +14 cold While equipped: Stats +1 Cun +1 Dex dps ---------- Res.pen +9% all Acc +7 (+2 eff.) Apr +10 ----- def ----- Resists +9% cold Crit.dmg- 5.00% Massive two-handed swords. |
iron greatsword 'Darkwilter' (16-25.6 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Nature Power 16.0 - 25.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +10 nature +12 darkness While equipped: dps ---------- Dmg.mod +15% darkness ----- def ----- Resists +12% acid +21% cold +6% nature Mind.save +6 (+2 eff.) Massive two-handed swords. |
truestriking stralite greatsword of shearing (45.5-72.8 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Master Power 45.5 - 72.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical +7% all Acc +33 (+11 eff.) Apr +26 Massive two-handed swords. |
dwarven-steel longsword 'Splendourrune' (20-28 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Nature Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 physical On Hit.r1 +12 light On Crit.r2 +8 light While equipped: Stats +7 Str +6 Dex +5 Mag +4 Wil +5 Cun +9 Con dps ---------- Phys.crit +1.0% Dmg.mod +6% physical Acc +5 (+1 eff.) ----- def ----- Phys.save +6 (+2 eff.) Sharp, long, and deadly. |
mitotic thorny mindstar of clarity (7.5-8.25 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 7.5 - 8.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +8.5% Atk.spd 100% On Hit: * 5% chance to slow global speed by 50% * 8% chance to reduce armor by 11% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +4 (+1 eff.) ---------- misc Max.psi +23.00 Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's vined mindstar of resolve (5.5-6.05 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +2% nature ----- def ----- Resists +4% blight Spell.save +4 (+1 eff.) Disease- +11% ---------- 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 balance (8.5-9.35 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +2 (+0 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +1.10 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 sling 'Heattaint'4.0 T2 sling 1H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Crit +4.0% Atk.spd 100% Range +7 On Crit.r2 +10 acid +19 nature While equipped: Stats +3 Cun dps ---------- Mind.crit +4% Crit.mult +10.00% Res.pen +10% acid +9% nature Apr +9 ----- def ----- Resists +6% fire Die.at -80.00 life ---------- misc Stam/turn +1.00 Slings are used to hurl stones or metal shots at your foes. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+4 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 54.61 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (109). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
lifebinding yew vilestaff (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +3% Spell.pwr +14 (+6 eff.) Dmg.mod +20% blight ----- def ----- HP.reg +0.80 Heal.mod +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
mage-hunter's dwarven-steel steamgun4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Disrupt/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Cun +1 Wil dps ---------- Mind.pwr +8 (+4 eff.) On Hit (Ranged): * 10 arcane resource burn ---------- misc Masteries +0.10 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's dwarven-steel steamgun of dampening4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Disrupt/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Resists +10% acid +11% lightning +12% cold +7% fire +3% all Spell.save +8 (+2 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
hateful steel waraxe of phasing (11.5-16.1 power, 11 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Psionic Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +11 Crit +4.0% Atk.spd 100% Phasing +11% Melee+ +8 darkness Against +9% Living One-handed war axes. |
Cyrydanor1.0 T3 belt armor [Random Unique] Arcane/Nature While equipped: Stats +11 Mag +11 Wil +3 Con dps ---------- Spell.crit +9% Mind.pwr +5 (+3 eff.) Melee Ret 2 arcane ----- def ----- Armour +8 Resists +9% fire Crit.dmg- 5.00% Mind.save +10 (+3 eff.) Poison- +20% Disease- +10% A belt that goes around your waist. |
Tempesthash1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +21% mind Res.pen +10% lightning Melee Ret 4 lightning ----- def ----- Resists +6% lightning Phys.save +7 (+2 eff.) ---------- misc Infravis +3 A belt that goes around your waist. |
rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+2 eff.) ----- def ----- Mind.save +5 (+2 eff.) A belt that goes around your waist. |
shadow cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +7% darkness ----- def ----- Defense +2 (+1 eff.) Resists +13% darkness Stealth +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +11% all Mind.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +6 Str +5 Mag +5 Wil dps ---------- Dmg.mod +5% lightning +8% physical +6% cold ----- def ----- Resists +5% lightning +7% cold +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eilinodamina (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Phys.crit +3.0% Mind.pwr +4 (+2 eff.) Res.pen +15% physical ----- def ----- Armour +1 Resists +12% lightning +3% temporal +9% nature Def/telep +10 Res/telep +10% Dur/telep +10% Blindside: Puts all charms on 23 cooldown Level 3.0 Pwr.cost 23 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Erovon the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Mag ----- def ----- Armour +3 Resists +19% fire +3% darkness +10% cold Teleport- +20% ---------- misc Infravis +2 A pair of boots made of leather. |
Rhyrab the Carrionfoe (0 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid +12% nature +6% darkness Melee Ret 10 nature ----- def ----- Armour +5 Resists +7% acid +7% fire +6% cold +6% nature +7% lightning A pair of boots made of leather. |
dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% 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. |
dwarven-steel gauntlets of the iron hand (0 def, 2 armour)1.5 T2 hands armor [Ego+] Master While equipped: Stats +3 Str +4 Wil +3 Con ----- def ----- Armour +2 Fatigue +3% Disarm- +31% ---------- misc Masteries +0.20 Technique/Grappling 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. |
heroic hardened leather gloves of dexterity (+4) (0 def, 6 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +4 Dex dps ---------- Acc +13 (+4 eff.) ----- def ----- Armour +6 Mind.save +10 (+3 eff.) Max.HP +49.00 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. |
sand dwarven-steel gauntlets of regeneration (0 def, 8 armour)1.5 T2 hands armor [Ego+] Nature While equipped: dps ---------- Melee+ 8 physical Dmg.mod +3% physical ----- def ----- Armour +8 Fatigue +3% HP.reg +3.70 ---------- misc Stam/turn +0.50 Psi/turn +0.14 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. |
steady dwarven-steel gauntlets of the starseeker (0 def, 2 armour)1.5 T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +2 Cun +2 Mag dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +8% light +6% darkness Phys.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +26% ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 18 cooldown Level 1.0 Pwr.cost 18 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 26.85 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
cleansing iron helm of might (0 def, 3 armour)3.0 T1 head armor [Ego+] Disrupt/Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +5% nature +6% blight ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Eilinumima' (5 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Defense +5 (+3 eff.) Fatigue +5% Resists +15% lightning +9% temporal Crit.dmg- 5.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +7% cold Phys.save +13 (+4 eff.) ---------- misc Breathe water A cap made of leather. |
Healmaim the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor [Random Unique] Master/Psionic While equipped: dps ---------- Dmg.mod +6% nature +3% blight Res.pen +5% blight +15% nature ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +12% blight +7% physical +6% mind +22% cold Phys.save +15 (+4 eff.) Mind.save +14 (+5 eff.) A suit of armour made of mail. |
dwarven-steel mail armour of the deep (3 def, 10 armour)14.0 T3 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +3 (+2 eff.) Fatigue +12% Resists +7% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
enlightening dwarven-steel mail armour of implacability (3 def, 12 armour)14.0 T3 heavy armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +12 Defense +3 (+2 eff.) Fatigue +7% Phys.save +7 (+2 eff.) Mind.save +18 (+6 eff.) A suit of armour made of mail. |
steel mail armour of acid resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% acid A suit of armour made of mail. |
cleansing hardened leather armour of the wind (17 def, 6 armour)9.0 T3 light armor [Ego+] Disrupt/Master While equipped: dps ---------- Phys.crit +5.0% Apr +5 ----- def ----- Armour +6 Defense +17 (+8 eff.) Fatigue +8% Resists +12% nature +12% blight ---------- misc Stam/turn +0.90 Second Wind: (Instant) Puts all charms on 32 cooldown Level 3.9 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 146 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Max.HP +38.00 HP.reg +4.00 Heal.mod +12% A suit of armour made of leather. |
rejuvenating hardened leather armour of clarity (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Psionic While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +7% mind Mind.save +12 (+4 eff.) HP.reg +3.40 ---------- misc Stam/turn +0.90 A suit of armour made of leather. |
Obsidianwell the steel shield (0 def, 4 armour, 15-18 power, 37 block)7.0 T2 shield armor [Rare] Nature When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +37 On Hit.r1 +4 mind On Crit.r2 +16 mind On Hit: * 20% chance to reduce all saves and defense by 23 While equipped: dps ---------- Dmg.mod +12% mind +9% darkness Res.pen +10% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 23 On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +8% Resists +3% lightning +13% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
Wrathroot's Barkwood (9 def, 10 armour, 23-32.2 power, 60 block)7.0 T2 shield armor [Unique] Nature When used to Attack: Power 23.0 - 32.2 Physical Uses 150% Str Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
74 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. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
manaburning pouch of dwarven-steel shots of erosion (21/21, 33-39.6 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Nature/Disrupt Power 33.0 - 39.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 Ranged+ +7 nature On Hit: * 13 arcane resource burn Shots are used with slings to pummel your foes to death. |
Kindlespire [power 33] (18 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +24% fire Res.pen +20% acid On Hit (Melee): * 20% chance to reduce armor by 11% ----- def ----- Resists +9% acid +12% fire +6% nature Harden the skin for 7 turns increasing armour by 33 and armour hardiness by 40% Puts all charms on 18 cooldown 100% to increase all damage by 12% for 2 turns. 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. |
2 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. |
10 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
A View From The Gallery (Madness (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Briasnai the Cornac Bulwark level 25
2nd Haze 123rd year of Ascendancy at 12:52 see stats
Antimagic! (Madness (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Briasnai the Cornac Bulwark level 16
6th Regrowth 123rd year of Ascendancy at 12:56 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Briasnai the Cornac Bulwark level 18
36th Regrowth 123rd year of Ascendancy at 19:03 see stats
Earth Master (Madness (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Briasnai the Cornac Bulwark level 23
52nd Pyre 123rd year of Ascendancy at 14:13 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Briasnai the Cornac Bulwark level 21
20th Pyre 123rd year of Ascendancy at 16:20 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Briasnai the Cornac Bulwark level 10
44th Haze 122nd year of Ascendancy at 00:14 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Briasnai the Cornac Bulwark level 20
72nd Regrowth 123rd year of Ascendancy at 21:59 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Briasnai the Cornac Bulwark level 23
43rd Pyre 123rd year of Ascendancy at 04:56 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Briasnai the Cornac Bulwark level 7
79th Pyre 122nd year of Ascendancy at 20:31 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Briasnai the Cornac Bulwark level 10
49th Haze 122nd year of Ascendancy at 22:26 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Briasnai the Cornac Bulwark level 23
60th Pyre 123rd year of Ascendancy at 07:32 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Briasnai the Cornac Bulwark level 15
2nd Wintertide 123rd year of Ascendancy at 10:56 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By Briasnai the Cornac Bulwark level 26
3rd Haze 123rd year of Ascendancy at 22:15 see stats
Log
Briasnai uses Shield Pummel.
Briasnai misses War hound.
Briasnai misses War hound.
Talent Assault is ready to use.
Ritch flamespitter (wild summon) spits flames!
Ritch flamespitter (wild summon)'s mind surges with critical power!
Ritch flamespitter (wild summon) hits Briasnai for (141 blocked), 119 fire (119 total damage).
Melee retaliation hits War hound for 8 mind damage.
War hound hits Briasnai for (141 blocked), 173 physical (173 total damage).
Gunn the rogue uses Slime Spit.
Briasnai is poisoned!
Briasnai's manaburn arcane area effect hits Ritch flamespitter for 0 arcane damage.
Briasnai's manaburn arcane area effect hits Briasnai for 0 arcane damage.
Briasnai's manaburn arcane area effect hits Gunn the rogue for 0 arcane damage.
Briasnai's manaburn arcane area effect hits War hound for 0 arcane damage.
Briasnai's manaburn arcane area effect hits Ritch flamespitter (wild summon) for 0 arcane damage.
--------------------------------
Briasnai uses Assault.
Briasnai misses War hound.
Gunn the rogue's Slime Spit hits Briasnai for (141 blocked), 67 nature (67 total damage).
Briasnai the level 27 cornac bulwark was splurged to death by Gunn the rogue on level 4 of Old Forest.
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Briasnai deactivates Daunting Presence.
Briasnai stops being poisoned.
Briasnai deactivates Elemental Harmony.
Briasnai has finished recovering.
Briasnai deactivates Last Stand.
Briasnai deactivates Shield Wall.
Briasnai is no longer attuned.











































































































