











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Bikini Colors 1.7.0Modifies the Customize section of the character creation dialog to provide several color options under the "Special | Bikini / Mankini" section. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Doombringer |
| Level / Exp | 25 / 8% |
| Size | medium |
| Lifes / Deaths | Killed by Mayidhemina the honey tree at level 25 on the 51st Haze 122nd year of Ascendancy at 08:18 / 1 |
Primary Stats
| Strength | 63 (base 55) |
| Dexterity | 23 (base 10) |
| Constitution | 17 (base 12) |
| Magic | 54 (base 46) |
| Willpower | 18 (base 10) |
| Cunning | 23 (base 11) |
Resources
| Life | -230/702 |
| Stamina | 146/218 |
| Vim | 85/236 |
| Healing Factor | 1.432941519274 |
| Regeneration | 30.450007284573 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 51 |
| Crit Chance | 30% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +11% |
| Light | +3% |
| Temporal | +6% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +22% |
| All | +12% |
Defense: Base
| Armour (hardiness) | 36.08934837382 (81.151787968034%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 29 |
| Physical Save | 27 |
| Spell Save | 28 |
| Mental Save | 14 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 9%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 41%( 70%) |
| All | 0%( 70%) |
| Darkness | + 43%( 70%) |
| Temporal | + 12%( 70%) |
| Physical | + 2%( 70%) |
| Mind | + 6%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Stun Resistance | 28% |
| Teleport Resistance | 30% |
| Pinning Resistance | 51% |
| Knockback Resistance | 45% |
| Disarm Resistance | 28% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 261 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 83 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 152 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 620% 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -479 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1115 life, 11 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Demonic strength | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You failed to protect the lost defiler from death by Gera the black crystal. Escort: lost defiler (level 2 of Old Forest) | failed |
You failed to protect the lost warrior from death by Bethotira the red crystal. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 Shardskin. * 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 |
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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed honey tree root. * You've found the needed ice ant stinger. 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 orc heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed black mamba head. * You've found the needed red crystal shard. 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 minotaur nose. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed bloated horror heart. | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.6 Power cost 25 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 133.46 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 133.46 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Bokaromirig the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str defense ------ Armor +3 Fatigue +5% Resistance +3% acid +3% cold +3% darkness Unlife -60.00 life Teleport Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | overpowered yew totem of stinging [power 440] (23 cooldown)2.0 Encumbrance T3 totem charm [Ego+] Nature Sting an enemy dealing 440 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 23 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Cyromira the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Mag offense ------ Spellpower +20 (+5 eff.) Ignore resists +10% arcane defense ------ Resistance +5% arcane Life +61.00 Life Regen +12.00 Healmod +12% Disarm Resist +28% Pinning Resist +30% Stun Resist +28% Knockbk Resist +25% Rings make your fingers look great! |
| On fingers | steel ring 'Hithad'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Cun +5 Dex offense ------ Physical Power +6 (+2 eff.) Spellpower +7 (+2 eff.) Mindpower +7 (+3 eff.) Damage +11% darkness +6% temporal Accuracy +8 (+3 eff.) defense ------ Resistance +22% darkness +9% blight Rings make your fingers look great! |
| Around waist | Jaw of Rogroth1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) other ------- Vim/kill +4.00 Max souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
| In main hand | Flashbait (46-73 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Random Unique] Master Weapon Damage 45.5 - 72.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 light On-Hit, radius 1 +4 light On-crit, radius 2 +12 light On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +13.0% Physical Power +10 (+3 eff.) Damage +3% light Ignore resists +12% all Accuracy +13 (+4 eff.) Ignore Armor +10 other ------- Max hate +4.00 Massive two-handed swords. |
| On hands | Relgemnir the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun +4 Dex offense ------ Accuracy +21 (+7 eff.) Ignore Armor +8 defense ------ Armor +2 Fatigue +3% Resistance +5% arcane Physical save +3 (+1 eff.) Life Regen +9.00 other ------- Stamina/turn +1.20 Max stamina +26.00 Unarmed combat: Weapon Damage 20.0 - 28.0 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +16 Critical Rate +8.0% Attack Speed 83% On Hit: 20% Nightmare 3 On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Thalore-Wood Cuirass (4 def, 12 armour)12.0 Encumbrance T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con defense ------ Armor +12 Defense +4 (+4 eff.) Fatigue +14% Resistance +18% cold +18% darkness +18% nature Healmod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
| Cloak | linen cloak 'Radhoran' (1 def, 4 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con defense ------ Armor +4 Defense +1 (+1 eff.) Resistance +6% mind +2% physical Physical save +3 (+1 eff.) Unlife -40.00 life Teleport Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Xanomira'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: defense ------ Resistance +12% temporal Crit Resistance 10.00% Spell save +6 (+3 eff.) Life +60.00 Pinning Resist +21% Knockbk Resist +20% Amulets make your neck look great! |
Inventory
regeneration infusion (heal 220; 12 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 220 life over 5 turns. 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 |
ethereal rune (power 10; resist 10%; move 37%; dur 5; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 10% all resistance, you move 37% faster, and you are invisible (power 10). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 33; cd 19)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 19 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 33 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. 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 |
shatter afflictions rune (absorb 23; cd 22)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 22 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 23 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. 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 (absorb 217; dur 5; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 217 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
steel amulet of strength (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
warrior's copper ring of darkness (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Damage +11% darkness defense ------ Armor +6 Resistance +22% darkness Rings make your fingers look great! |
Aeradakira the Burnoracle (15-18 power, 3 apr, blight element)5.0 Encumbrance T2 staff 2H weapon [Rare] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% blight +27% acid Ignore resists +15% acid When Hit 8 fire On-Hit (Melee): * 20% chance to reduce armor by 37% defense ------ Defense +7 (+6 eff.) Resistance +9% acid other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 85.60 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. |
Tempesttide (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 1H weapon [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% darkness +12% lightning defense ------ Resistance +9% nature +3% mind Life +80.00 Disease Resist +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of power (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +13 (+4 eff.) Damage +15% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
crushing short ash starstaff of channeling (15-18 power, 3 apr, temporal element)3.0 Encumbrance T2 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +17 (+5 eff.) Damage +15% temporal Ignore resists +4% all Accuracy +4 (+1 eff.) Ignore Armor +5 other ------- Mana/turn +0.20 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of power (18-22 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +12 (+3 eff.) Damage +18% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal yew vilestaff of illumination (20-24 power, 4 apr, blight element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane/Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Critical power +15.00% Spellpower +12 (+3 eff.) On-Hit 15 fire Damage +20% blight defense ------ Defense +8 (+6 eff.) other ------- Light +4 See Invis +11 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 115.28 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. |
shimmering yew vilestaff of breaching (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% darkness Ignore resists +10% darkness other ------- Mana/turn +0.10 Max mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of protection (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% darkness defense ------ Resistance +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
manaburning iron battleaxe (14-22 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Disrupt Weapon Damage 14.5 - 21.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On Hit: * 16 arcane resource burn Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Earomas' (34-50 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Random Unique] Master/Psionic Weapon Damage 33.5 - 50.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +14 mind On Hit: * 14% chance to reduce all saves and defense by 17 On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Cun +5 Wil offense ------ Physical Crit +25.0% Critical power +23.00% Physical Power +9 (+3 eff.) Ignore Armor +12 defense ------ Resistance +12% lightning +3% cold +9% acid other ------- See Invis +9 Massive two-handed battleaxes. |
Brodorin the Glintwalker (38-57 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Nature/Master Weapon Damage 38.0 - 57.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +12 nature On-Hit, radius 1 +8 mind On-crit, radius 2 +8 mind While equipped: Stats +3 Con offense ------ Physical Power +9 (+3 eff.) Damage +3% mind Ignore resists +10% light +9% physical defense ------ Disarm Resist +20% Massive two-handed mauls. |
steel greatmaul (26-40 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Normal] Weapon Damage 26.5 - 39.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% Massive two-handed mauls. |
truestriking iron greatsword (14-22 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego+] Master Weapon Damage 13.5 - 21.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Ignore resists +9% physical Accuracy +13 (+4 eff.) Ignore Armor +9 Massive two-handed swords. |
Dairorachik (34-55 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 34.5 - 55.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 light Damage Against +10% Undead On-Hit, radius 1 +16 mind On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Mindpower +20 (+10 eff.) other ------- EQ when Hit +0.04 Massive two-handed swords. |
elemental dwarven-steel greatsword of corruption (34-54 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego++] Arcane Weapon Damage 33.5 - 53.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: 20% Curse of Defenselessness 3 On Hit: * Create an explosion dealing 96 cold damage (1/turn) While equipped: offense ------ Damage +20% cold Ignore resists +10% cold Massive two-handed swords. |
plaguebringer's dwarven-steel greatsword of evisceration (36-57 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego++] Arcane/Master Weapon Damage 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +7 blight On Hit: 20% Epidemic 3 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 27 On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +9.0% Physical Power +13 (+4 eff.) defense ------ Disease Resist +14% Massive two-handed swords. |
elemental iron longsword (12-17 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego+] Arcane Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Hit: * Create an explosion dealing 96 lightning damage (1/turn) While equipped: offense ------ Damage +7% lightning Ignore resists +8% lightning Sharp, long, and deadly. |
dwarven-steel longsword of projection (23-32 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Psionic Weapon Damage 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. |
iron mace (12-17 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Normal] Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% Blunt and deadly. |
dwarven-steel waraxe 'Glacierwarden' (22-30 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +20 cold On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Dex +3 Cun +3 Con offense ------ Combat Speed +10% Damage +6% cold Accuracy +10 (+3 eff.) other ------- Infravision +3 One-handed war axes. |
hateful dwarven-steel dagger of evisceration (16-21 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master/Psionic Weapon Damage 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +7 darkness Damage Against +9% Living On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +9 (+3 eff.) Sharp, short and deadly. |
plaguebringer's dwarven-steel dagger of erosion (18-24 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Nature Weapon Damage 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +9 blight +10 nature On Hit: 20% Epidemic 3 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 27 While equipped: defense ------ Disease Resist +20% Sharp, short and deadly. |
gifted mossy mindstar (3-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +5 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
enhanced dwarven-steel steamgun of piercing4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego++] Nature/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +3 Str +5 Dex +5 Mag +4 Wil +3 Cun +3 Con offense ------ Ignore resists +7% all Accuracy +5 (+2 eff.) Ignore Armor +6 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed quiver of ash arrows (22/22, 34-47 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego+] Master Weapon Damage 33.5 - 46.9 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.5% Capacity 22 On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
psychokinetic pouch of dwarven-steel shots of corruption (19/19, 35-42 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego++] Arcane/Psionic Weapon Damage 35.0 - 42.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 19 On-ranged-hit +13 physical On Hit: 20% Curse of Defenselessness 3 On Hit: * 20% chance to knock the target back 3 spaces and deal 89 physical damage Shots are used with slings to pummel your foes to death. |
coruscating dwarven-steel shield (0 def, 6 armour, 32-39 power, 81 block)7.0 Encumbrance T3 shield armor [Ego+] Arcane When used to Attack: Weapon Damage 32.5 - 39.0 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +81 On-hit +12 fire While equipped: Stats +2 Str offense ------ When Hit 18 fire defense ------ Armor +6 Fatigue +8% Resistance +12% fire other ------- Talents +1 Block Handheld deflection devices. |
dwarven-steel shield of crushing (0 def, 6 armour, 39-47 power, 80.5 block)7.0 Encumbrance T3 shield armor [Ego+] Master When used to Attack: Weapon Damage 39.0 - 46.8 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +80 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Physical Power +5 (+2 eff.) defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Aramina (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: Stats +3 Str +3 Dex +5 Mag +5 Wil offense ------ Physical Power +10 (+3 eff.) Ignore resists +10% mind Accuracy +30 (+9 eff.) Ignore Armor +3 defense ------ Resistance +9% all other ------- Mana/turn +0.20 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betimitha the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: Stats +3 Wil +4 Con offense ------ Damage +12% fire defense ------ Resistance +12% nature +18% fire +6% light +9% all Spell save +6 (+3 eff.) other ------- Infravision +2 See Invis +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+8 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 22.93 to 28.67 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
timebroken woollen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +4 (+1 eff.) Damage +7% acid +9% physical +10% temporal +7% fire +12% arcane +8% cold defense ------ Resistance +11% acid +13% physical +11% fire +11% cold +9% all other ------- Max mana +11.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +9% blight +11% all Life +40.00 Life Regen +3.50 Healmod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil offense ------ Spell Crit +3% Spellpower +4 (+1 eff.) Damage +14% arcane +10% temporal defense ------ Resistance +11% all other ------- Max mana +32.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Nature While equipped: Stats +4 Con offense ------ Damage +12% nature defense ------ Resistance +7% blight +11% all Life +45.00 Life Regen +1.50 Healmod +16% Poison Resist +29% Disease Resist +35% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of light (+15%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +10% light defense ------ Resistance +15% light +15% all Mind save +21 (+13 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aerorach the cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Rare] Psionic While equipped: Stats +5 Con offense ------ Ignore resists +10% mind defense ------ Armor +4 Defense +6 (+5 eff.) Fatigue +7% Resistance +7% mind +6% temporal Mind save +14 (+10 eff.) Unlife -80.00 life Knockbk Resist +20% A suit of armour made of leather. |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+9 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
impenetrable steel mail armour of acid resistance (2 def, 12 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +12 Defense +2 (+2 eff.) Fatigue +12% Resistance +17% acid A suit of armour made of mail. |
fortifying dwarven-steel mail armour of implacability (3 def, 13 armour)14.0 Encumbrance T3 heavy armor [Ego++] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +13 Defense +3 (+3 eff.) Fatigue +7% Physical save +8 (+4 eff.) Life +32.00 A suit of armour made of mail. |
radiant dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego++] Nature While equipped: Stats +3 Wil defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% Resistance +13% blight +10% darkness Life +35.00 Life Regen +4.00 Healmod +12% other ------- Light +1 A suit of armour made of mail. |
fortifying stralite mail armour of lightning resistance (4 def, 8 armour)14.0 Encumbrance T4 heavy armor [Ego+] Master While equipped: Stats +2 Str +3 Con defense ------ Armor +8 Defense +4 (+4 eff.) Fatigue +12% Resistance +17% lightning Life +49.00 A suit of armour made of mail. |
iron plate armour of the dragon (0 def, 7 armour)17.0 Encumbrance T1 massive armor [Ego+] Nature While equipped: defense ------ Armor +7 Fatigue +22% Resistance +6% acid +6% physical +6% cold +6% lightning +6% fire Disarm Resist +22% Stun Resist +21% Knockbk Resist +22% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
prismatic steel plate armour of temporal resistance (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Ego] Arcane While equipped: defense ------ Armor +9 Fatigue +22% Resistance +15% temporal +11% light +11% darkness A suit of armour made of metal plates. |
Daimadogen the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +2 (+0 eff.) defense ------ Resistance +6% mind +3% lightning Physical save +9 (+4 eff.) Mind save +6 (+6 eff.) Unlife -40.00 life A belt that goes around your waist. |
Duveharagar the Coaltooth (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 42% * 20 arcane resource burn defense ------ Defense +1 (+1 eff.) Spell save +3 (+1 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Defense +1 (+1 eff.) Spell save +5 (+2 eff.) other ------- Max mana +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scholar's pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +4 (+1 eff.) Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. |
Tidetouch the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Physical Power +10 (+3 eff.) Damage +15% cold defense ------ Armor +3 Fatigue +2% Life Regen +1.00 Healmod +12% other ------- Max stamina +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dridan the rough leather gloves (15 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 nature Damage +4% nature defense ------ Armor +1 Defense +15 (+10 eff.) Resistance +6% nature Unlife -20.00 life other ------- Infravision +2 See Invis +9 Unarmed combat: Weapon Damage 6.5 - 7.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +6 nature On Hit: 10% Venomous Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+1 eff.) Spell save +4 (+2 eff.) Life +20.00 Unarmed combat: Weapon Damage 13.0 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 83% On-hit +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
scouring iron gauntlets of strength (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego+] Disrupt/Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+2 eff.) When Hit: * 17 arcane resource burn defense ------ Armor +1 Fatigue +1% Spell save +9 (+4 eff.) Unarmed combat: Weapon Damage 14.5 - 20.3 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: * 16 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +5% arcane defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +7 arcane On-crit, radius 2 +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of magic (+4) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +4 Mag offense ------ Damage +4% arcane Accuracy +6 (+2 eff.) defense ------ Armor +2 Fatigue +3% Physical save +7 (+3 eff.) Mind save +6 (+6 eff.) Disarm Resist +23% Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +7 arcane On-crit, radius 2 +7 arcane On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
rough leather cap 'Drineg' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Str +2 Dex offense ------ Damage +3% physical Ignore resists +10% physical When Hit 6 acid defense ------ Armor +1 Fatigue +1% A cap made of leather. |
stabilizing rough leather cap of the depths (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: defense ------ Armor +1 Fatigue +1% Resistance +8% cold Physical save +11 (+5 eff.) other ------- Breathe water A cap made of leather. |
bladed hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +5 Str defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 218.0 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Shadowterror (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +7 Dex +6 Con offense ------ Physical Crit +1.0% On-Hit (Melee): * 10% chance to reduce damage dealt by 14% defense ------ Armor +3 Fatigue +5% other ------- Max stamina +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+6 eff.) Item imbue powers: Defense +6 (+5 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
298 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
extending ash wand of conjuration [power 150] (15 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Fire a magical bolt dealing 172 cold damage Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged ash wand of shielding [power 230] (24 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 24 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance 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. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Bringeth Doometh the Higher Doombringer level 25
51st Haze 122nd year of Ascendancy at 07:04 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Bringeth Doometh the Higher Doombringer level 13
47th Dusk 122nd year of Ascendancy at 09:52 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Bringeth Doometh the Higher Doombringer level 6
78th Pyre 122nd year of Ascendancy at 11:00 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Bringeth Doometh the Higher Doombringer level 10
3rd Mirth 122nd year of Ascendancy at 17:08 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Bringeth Doometh the Higher Doombringer level 20
70th Dusk 122nd year of Ascendancy at 16:43 see stats
Once bitten, twice shy (Insane (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Bringeth Doometh the Higher Doombringer level 20
71st Dusk 122nd year of Ascendancy at 04:59 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Bringeth Doometh the Higher Doombringer level 6
79th Pyre 122nd year of Ascendancy at 02:09 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Bringeth Doometh the Higher Doombringer level 10
4th Mirth 122nd year of Ascendancy at 15:15 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Bringeth Doometh the Higher Doombringer level 10
6th Mirth 122nd year of Ascendancy at 11:29 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Bringeth Doometh the Higher Doombringer level 24
50th Haze 122nd year of Ascendancy at 18:29 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bringeth Doometh the Higher Doombringer level 16
64th Dusk 122nd year of Ascendancy at 14:59 see stats
Log
Keyboard input temporarily disabled.
Mouse input temporarily disabled.
Keyboard input temporarily disabled.
Mouse input temporarily disabled.
Bringeth Doometh casts Fiery Grasp.
Bloated ooze is on fire!
Mayidhemina the honey tree is grabbed!
Mayidhemina the honey tree shares damage with his oozes!
Bringeth Doometh hits Bloated ooze for 3 light, 38 fire (41 total damage).
Bringeth Doometh hits Mayidhemina the honey tree for 12 fire, 50 fire, 5 light, 2 light, 7 fire, 26 fire (101 total damage).
Bringeth Doometh hits Cave bear for 4 light, 47 fire (51 total damage).
Talent Blazing Rebirth is ready to use.
Bringeth Doometh receives 2 healing from Devouring flames from Bringeth Doometh.
Burning from Bringeth Doometh hits Cave bear for 32 fire damage.
Poison from Mayidhemina the honey tree hits Bringeth Doometh for (28 abyssal shield), 164 nature (164 total damage).
Mayidhemina the honey tree uses Willful Strike.
Mayidhemina the honey tree hits Bringeth Doometh for (28 abyssal shield), 302 physical (302 total damage).
The black flame around Mayidhemina the honey tree dies down
Mayidhemina the honey tree is not disabled anymore.
Mayidhemina the honey tree shares damage with his oozes!
Mayidhemina the honey tree's healing nature area effect hits Bringeth Doometh for (17 abyssal shield), 17 nature (17 total damage).
Burning from Bringeth Doometh hits Mayidhemina the honey tree for 14 fire damage.
Fiery Grasp from Bringeth Doometh hits Mayidhemina the honey tree for 8 fire damage.
Bringeth Doometh receives 2 healing from Devouring flames from Bringeth Doometh.
Burning from Bringeth Doometh hits Bloated ooze for 12 fire damage.
Bringeth Doometh hits Mayidhemina the honey tree for 47 fire, 17 healing (47 total damage) [17 healing].
Talent Draining Assault is ready to use.
Talent Incinerating Blows is ready to use.
Poison from Mayidhemina the honey tree hits Bringeth Doometh for (27 abyssal shield), 165 nature (165 total damage).
Bringeth Doometh the level 25 higher doombringer was splurged to death by Mayidhemina the honey tree on level 4 of Old Forest.




























































































































