










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon
- allows adventurer to use talents from classes that don't spawn on randbosses
- still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents
Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree
- allows the adventurer to use every talents, including monster only and debug talent trees.
- tends to have issues with classes from other addons due to the way it loads their data.
Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer
- my own adventurer skill addon.
- allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character.
- use this one if you use addons that add new classes/races and want their talents on an adventurer
Note : use only one of those three. They are not compatible with eachother Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Player AIoo 1.7.6This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Sun Paladin |
| Level / Exp | 20 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by Poltergeist Crooked Club at level 20 on the 51st Haze 122nd year of Ascendancy at 11:02 / 1 |
Primary Stats
| Strength | 44 (base 18) |
| Dexterity | 13 (base 10) |
| Constitution | 33 (base 12) |
| Magic | 36 (base 31) |
| Willpower | 55 (base 45) |
| Cunning | 13 (base 10) |
Resources
| Life | -7/736 |
| Mana | 319/439 |
| Stamina | 168/270 |
| Positive | 1/107 |
| Healing Factor | 1.4789294477288 |
| Regeneration | 11.165917330352 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 30 |
| Crit Chance | 6% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +18% |
| Darkness | +22% |
| Light | +12% |
| Temporal | +10% |
| Nature | +13% |
| Arcane | +15% |
| Lightning | +9% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +20% |
Defense: Base
| Armour (hardiness) | 40.551211628464 (73.607947236566%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 36 |
| Physical Save | 33 |
| Spell Save | 31 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Blight | + 9%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 22%( 70%) |
| All | + 6%( 70%) |
| Lightning | + 47%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 6%( 70%) |
| Darkness | + 19%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 215 damage for 3 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 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 |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within10 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
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 | restorative pair of iron boots of phasing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Arcane/Nature While equipped: Stats +2 Mag +3 Wil ----- def ----- Armour +3 Fatigue +2% HP.reg +2.00 Heal.mod +10% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Xanor the Sparkwind (0 def, 6 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: dps ---------- Melee+ 7 nature Dmg.mod +9% lightning +5% nature +12% arcane Res.pen +15% arcane ----- def ----- Armour +6 Resists +7% nature +5% arcane Mind.save +5 (+2 eff.) Max.HP +57.00 HP.reg +2.30 ---------- misc Stam/turn +0.70 Psi/turn +0.24 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. |
| Tool | Sunvault (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% Resists +6% acid +3% fire +3% darkness +9% nature ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Sunbreak the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% arcane +10% temporal Res.pen +5% arcane ----- def ----- Resists +10% temporal +6% light +6% cold Rings make your fingers look great! |
| 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 (+4 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 | copper amulet 'Gloomlash'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +1 Wil dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +9% darkness ----- def ----- Resists +12% fire +11% cold Amulets make your neck look great! |
| In main hand | arcing iron longsword of massacre (112% power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 112% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 51 damage Sharp, long, and deadly. |
| Around waist | Erelegodehor1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +9% lightning +5% arcane Max.HP +31.00 Disease- +10% A belt that goes around your waist. |
| In off hand | crackling dwarven-steel shield of the stars (0 def, 6 armour, 139% power, 89.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 139% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +90 Melee+ +12 lightning +13 light +12 darkness While equipped: Stats +2 Dex +3 Mag +3 Cun dps ---------- Dmg.mod +12% light +13% darkness Melee Ret 1 lightning ----- def ----- Armour +6 Fatigue +8% Resists +12% lightning +14% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Amylemnir the dwarven-steel plate armour (20 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Phys.pwr +20 (+6 eff.) Acc +20 (+8 eff.) ----- def ----- Armour +11 Defense +20 (+10 eff.) Fatigue +22% Resists +23% lightning +5% arcane +3% blight A suit of armour made of metal plates. |
Inventory
regeneration infusion (heal 124; 15 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 124 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. |
Prismatic Rune (6 turns; lightning, physical, fire, nature, arcane)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 physical, 3 fire, 5 nature, 4 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 250; dur 4; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 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 250 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Festermoon0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% nature ----- def ----- Resists +3% mind +3% darkness Mind.save +5 (+2 eff.) Confus- +21% ---------- misc Equi/ret +0.08 Rings make your fingers look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Kor's Fall (100% power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) 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 116.95 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% (234). 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. |
Eclipse (117% power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 117% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+6 eff.) Dmg.mod +15% light +15% physical +15% darkness +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
void walker's ash magestaff of breaching (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego++] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% fire Res.pen +8% fire ----- def ----- Resists +5% darkness +7% temporal Def/telep +5 Res/telep +6% Dur/telep +6% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Camokath the Hailnigh (129% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +17 (+9 eff.) Dmg.mod +25% darkness Res.pen +12% darkness +5% cold Phasing +14% Melee Ret 4 cold ----- def ----- Defense +14 (+7 eff.) Resists +15% cold Shield.pwr +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Drake's Bane (156% power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 156% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+4 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
warbringer's steel battleaxe of shearing (123% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego++] Master Power 123% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +10% all +10% physical Acc +13 (+6 eff.) Apr +7 ----- def ----- Disarm- +21% Massive two-handed battleaxes. |
warbringer's dwarven-steel battleaxe of paradox (142% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Arcane/Master Power 143% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 temporal While equipped: Stats +3 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +12% physical ----- def ----- Resists +7% temporal Disarm- +25% Massive two-handed battleaxes. |
warbringer's dwarven-steel greatmaul of enduring (154% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego++] Nature/Master Power 154% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +13 Con +7 Wil dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +10% physical ----- def ----- Max.HP +14.00 Disarm- +18% Massive two-handed mauls. |
Biharayon (125% power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Arcane Power 125% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +14 fire While equipped: Stats +3 Wil dps ---------- Spell.crit +5% Spell.pwr +25 (+12 eff.) S.pwr/crit +4 Phasing +20% Massive two-handed swords. |
Spectral Blade (130% power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 131% Range: 1.6x Uses 10% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+3 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
River's Fury (125% power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 126% Range: 1.4x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+5 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 8.41 cold damage and 9.92 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
arcing steel longsword of rage (112% power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Arcane/Master Power 112% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 51 damage While equipped: Stats +3 Str dps ---------- Dmg.mod +6% physical Acc +8 (+4 eff.) Sharp, long, and deadly. |
iron mace (104% power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
steel mace of enduring (111% power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Nature Power 111% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +5 Con +7 Wil ----- def ----- Max.HP +20.00 Blunt and deadly. |
dwarven-steel mace of enduring (127% power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Nature Power 127% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Con +7 Wil ----- def ----- Max.HP +35.00 Blunt and deadly. |
elemental dwarven-steel mace (131% power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Arcane Power 131% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 51 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +10% lightning Res.pen +8% lightning Blunt and deadly. |
thought-forged dwarven-steel mace of evisceration (129% power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master/Psionic Power 130% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +12 mind On Hit: * 20% chance to reduce all saves and defense by 24 On Crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Cun +2 Wil dps ---------- Phys.crit +8.0% Phys.pwr +8 (+2 eff.) Blunt and deadly. |
dwarven-steel waraxe of rage (120% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +7% physical Acc +8 (+4 eff.) One-handed war axes. |
truestriking steel dagger of paradox (107% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane/Master Power 107% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 temporal While equipped: dps ---------- Res.pen +8% physical Acc +6 (+3 eff.) Apr +7 ----- def ----- Resists +7% temporal Sharp, short and deadly. |
Spelldrinker (132% power, 8 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Power 132% Range: 1.3x Uses 35% Str, 20% Mag, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
blooming vined mindstar of resolve (88% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Spell.save +4 (+2 eff.) Heal.mod +12% Heal/summ +18 ---------- 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. |
caller's vined mindstar of flames (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego++] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) All.spd +3% Melee+ 7 fire Dmg.mod +5% acid +13% fire +7% cold +7% physical Res.pen +3% acid +8% fire +3% cold +3% physical ----- def ----- Resists +6% fire Heal/summ +19 ---------- misc Max.summ +2 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. |
Arthemarim the Icemonster4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +12 fire While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +15% cold ----- def ----- Resists +27% cold Longbows are used to shoot arrows at your foes. |
ranger's ash longbow4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +3 Dex Longbows are used to shoot arrows at your foes. |
fungal yew longbow of dexterity (+6)4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +6 Dex +3 Con dps ---------- Res.pen +9% physical ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 146 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
throat-seeking yew longbow of piercing4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego++] Disrupt/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +18 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +11% nature +11% all Acc +12 (+6 eff.) Apr +12 Longbows are used to shoot arrows at your foes. |
hardened leather sling of enduring4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +8 Con +6 Wil ----- def ----- Max.HP +34.00 Slings are used to hurl stones or metal shots at your foes. |
barbed pouch of steel shots of amnesia (15/15, 126% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego++] Master/Psionic Power 127% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 15 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Olofang (0 def, 2 armour, 101% power, 19.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 101% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: Stats +1 Cun +1 Mag dps ---------- Phys.crit +3.0% Acc +10 (+5 eff.) ----- def ----- Armour +2 Fatigue +8% Resists +16% fire ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield (0 def, 2 armour, 102% power, 19.5 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 102% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's steel shield of winter (0 def, 4 armour, 103% power, 41 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Nature/Master When used to Attack: Power 104% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 Melee+ +12 cold While equipped: Stats +2 Str +1 Dex +2 Wil dps ---------- Acc +6 (+3 eff.) On shield block: * Deals 125 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +12% cold ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield of winter (0 def, 6 armour, 136% power, 83 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 137% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +83 Melee+ +18 cold While equipped: Stats +2 Wil dps ---------- On shield block: * Deals 125 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +12% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Lisebeth the cured leather armour (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +4 Mag +1 Cun +4 Con dps ---------- Res.pen +25% mind ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +17% fire A suit of armour made of leather. |
prismatic steel mail armour of temporal resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +15% temporal +12% light +11% darkness A suit of armour made of mail. |
steel mail armour of stability (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% physical Phys.save +14 (+7 eff.) A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of lightning resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +15% lightning HP.reg +2.00 ---------- misc Stam/turn +0.90 A suit of armour made of mail. |
Nightstreak the voratun plate armour (0 def, 20 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Armour +20 Fatigue +22% Resists +8% acid +3% light +6% lightning +15% blight +22% fire +12% nature +22% cold Spell.save +3 (+2 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
Toreyarin the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Str +4 Mag +3 Wil +1 Cun +3 Con dps ---------- Mind.crit +3% Spell.pwr +4 (+2 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +12% acid ----- def ----- Defense +2 (+1 eff.) Resists +18% acid ---------- misc Psi/turn +0.16 See.Invis +6 A pointy cloth hat, very wizardly... |
stabilizing cashmere wizard hat of light (+18%) (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% light ----- def ----- Defense +2 (+1 eff.) Resists +18% light Phys.save +8 (+4 eff.) A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 35.59 to 106.78 lightning damage (71.18 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
prismatic hardened leather cap of strength (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +3 Fatigue +3% Resists +12% light +10% darkness A cap made of leather. |
11 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
2 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. |
4 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
80 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
quick ash wand of lightning storm [power 146] (11 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 31 lightning damage and will be dazed for 1 turn (159 total damage) Puts all charms on 11 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 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
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Niresin the Ghoul Sun Paladin level 15
29th Dusk 122nd year of Ascendancy at 04:11 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Niresin the Ghoul Sun Paladin level 19
3rd Haze 122nd year of Ascendancy at 20:01 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Niresin the Ghoul Sun Paladin level 19
30th Haze 122nd year of Ascendancy at 08:43 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Niresin the Ghoul Sun Paladin level 10
1st Flare 122nd year of Ascendancy at 14:57 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Niresin the Ghoul Sun Paladin level 20
49th Haze 122nd year of Ascendancy at 12:08 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Niresin the Ghoul Sun Paladin level 19
78th Dusk 122nd year of Ascendancy at 05:02 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Niresin the Ghoul Sun Paladin level 5
4th Mirth 122nd year of Ascendancy at 05:10 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Niresin the Ghoul Sun Paladin level 17
43rd Dusk 122nd year of Ascendancy at 12:21 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Niresin the Ghoul Sun Paladin level 16
42nd Dusk 122nd year of Ascendancy at 10:55 see stats
Log
Poltergeist Crooked Club resists the effect 'Blinded'!
Poltergeist Crooked Club damages himself through Martyrdom!
Poltergeist Crooked Club hits Niresin for (31 absorbed), 3 physical (3 total damage).
Niresin hits Poltergeist Crooked Club for (0 blocked), 0 physical, (70 blocked), 0 light (0 total damage).
Niresin is lost in despair!
Poltergeist Crooked Club damages himself through Martyrdom!
Mindrot hits Niresin for 4 mind, 4 darkness (7 total damage).
Shield of Light hits Niresin for 7 healing, 7 healing (0 total damage) [14 healing].
Niresin hits Poltergeist Crooked Club for (0 absorbed), 0 mind, (0 blocked), 0 darkness (0 total damage).
Poltergeist Crooked Club uses Shield Pummel.
The shield around Poltergeist Crooked Club crumbles.
Niresin resists the shield bash!
Poltergeist Crooked Club damages himself through Martyrdom!
Poltergeist Crooked Club hits Niresin for 36 physical, 16 lightning, 43 physical, 16 lightning (111 total damage).
Shield of Light hits Niresin for 7 healing, 7 healing, 7 healing, 7 healing (0 total damage) [28 healing].
Melee retaliation hits Poltergeist Crooked Club for (8 absorbed), 0 light, (1 absorbed), 0 lightning, (8 absorbed), 0 light, 1 lightning (1 total damage).
Niresin hits Poltergeist Crooked Club for (3 absorbed), 0 physical, (1 absorbed), 0 lightning, (4 absorbed), 0 physical, (1 absorbed), 0 lightning (0 total damage).
The protective shield of Niresin disappears.
Niresin casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Poltergeist Crooked Club damages himself through Martyrdom!
Mindrot hits Niresin for 2 mind, 4 darkness (5 total damage).
Shield of Light hits Niresin for 7 healing, 7 healing (0 total damage) [14 healing].
Niresin hits Poltergeist Crooked Club for 0 mind, 0 darkness (0 total damage).
Poltergeist Crooked Club damages himself through Martyrdom!
Poltergeist Crooked Club hits Niresin for 131 physical damage.
Niresin receives 7 healing from Shield of Light.
Melee retaliation hits Poltergeist Crooked Club for 8 light, 1 lightning (9 total damage).
Niresin hits Poltergeist Crooked Club for 11 physical damage.
Niresin the level 20 ghoul sun paladin was chopped into tiny pieces to death by a Poltergeist Crooked Club on level 3 of Ruined halfling complex.





















































































































