










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: 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 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Start Selector 1.5.5Allows characters created in the AoA campaign to access special starting zones normally restricted by race and/or class. After the character is created and the level-up screen closed, a dialog will offer the option to transfer to one of the following starting zones (and gain associated quests, etc): Sunwall. (Celestial Human/Elf Start) Notes: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Brawler |
| Level / Exp | 23 / 9% |
| Size | small |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 23 on the 29th Regrowth 123rd year of Ascendancy at 01:40 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 45 (base 32) |
| Dexterity | 50 (base 36) |
| Constitution | 34 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 19 (base 14) |
| Cunning | 50 (base 39) |
Resources
| Life | -366/764 |
| Stamina | 51/188 |
| Equilibrium | 11 |
| Healing Factor | 1.285336564623 |
| Regeneration | 4.1773438350247 |
Speed
| Mental | +6.6613381477509E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 33.595095619122 |
| See Invisible | 33.595095619122 |
Offense: Barehand
| Damage | 59 |
| Accuracy | 45 |
| Crit Chance | 22% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +17% |
| Darkness | +9% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Cold | +25% |
| Light | +5% |
| Mind | +25% |
Defense: Base
| Armour (hardiness) | 26 (37.158950523423%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 36 |
| Mental Save | 27 |
Defense: Resistances
| Arcane | + 8%( 70%) |
| Cold | + 12%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 6%( 70%) |
| Light | + 47%( 70%) |
| Temporal | + 18%( 70%) |
| Mind | + 6%( 70%) |
| Darkness | + 4%( 70%) |
| Nature | + 12%( 70%) |
Defense: Immunities
| Disarm Resistance | 59% |
| Pinning Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 84% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 245 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 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 6 turns. While Heroism is active, you will only die when reaching -326 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 652 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 470% 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. |
Class Talents
| Technique / Pugilism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Tactical | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Unarmed training | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.15 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved spell save by +12. | done |
You failed to protect the lost sun paladin from death by fire drake hatchling. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed sandworm tooth. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of explosive force. 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...' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed chunk of ghoul flesh. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Chamagar the Blindbiter (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Dex +4 Cun +2 Con dps ---------- Mind.crit +3% Res.pen +5% light ----- def ----- Armour +1 Crit.chn- 15.00% Phys.save +11 (+6 eff.) Mind.save +10 (+5 eff.) A pair of boots made of leather. |
| Quiver | Shadowpain the quiver of yew arrows (18/18, 33-46 power, 10 apr)3.0 T3 arrow ammo [Rare] Nature Power 33.0 - 46.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Ranged+ +21 cold +20 light On Hit.r1 +4 cold +4 light +20 darkness On Crit.r2 +12 cold On Hit: * 20% chance to reduce damage dealt by 15% Arrows are used with bows to pierce your foes to death. |
| On hands | Boltwish (0 def, 7 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +8% physical Res.pen +25% mind Melee Ret 8 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Armour +7 Fatigue +3% Resists +3% lightning +9% cold +3% mind Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +8 physical On Crit.r2 +10 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | hardened leather cap 'Blindsear' (0 def, 6 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Spell.pwr +10 (+5 eff.) S.pwr/crit +6 Dmg.mod +9% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Armour +6 Fatigue +3% ---------- misc Infravis +1 A cap made of leather. |
| Tool | Duvurab the iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex +1 Cun dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +9% physical Acc +4 (+1 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +6% temporal ---------- misc Stam/turn +2.00 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | rogue's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Max.HP +23.00 Disarm- +20% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
| On fingers | marksman's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Max.HP +25.00 Disarm- +29% Pinning- +25% Knockbk- +23% Rings make your fingers look great! |
| Around neck | steel amulet of mastery (0.15 Technique / Combat training)0.1 T2 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.15 Technique/Combat training Amulets make your neck look great! |
| Main armor | Frostradiance (9 def, 6 armour)9.0 T3 light armor [Rare] Nature While equipped: dps ---------- Res.pen +25% cold ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +6% light Crit.chn- 10.00% Max.HP +25.00 Disease- +20% Disarm- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A suit of armour made of leather. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | Korichik the cashmere cloak (2 def, 2 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +5% arcane +9% temporal +9% nature +9% light Spell.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Inventory
healing infusion (heal 62; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 62 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 94; 13 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 94 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. |
regeneration infusion (heal 90; 15 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 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 90 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. |
regeneration infusion of the psychic (heal 125; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 125 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 247; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 247 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 27%; magical; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the wizard (damage 108; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 108.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 96; dur 4; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 96.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 3; phase 11; cd 10)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 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 11%, your defense is increased by 11 and all your resistances by 11%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 214; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 214 damage for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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? |
warrior's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Blind- +21% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
Jetkarma (24-35 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Nature Power 23.5 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +13 nature While equipped: dps ---------- Dmg.mod +6% acid Melee Ret 8 darkness ----- def ----- Resists +9% acid +6% mind +9% darkness Massive two-handed battleaxes. |
Belyma the steel greatmaul (32-47 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Psionic Power 31.5 - 47.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Cun +1 Con dps ---------- Mind.crit +2% Crit.mult +30.00% Melee Ret 4 mind Massive two-handed mauls. |
dwarven-steel greatsword of paradox (38-61 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 38.0 - 60.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 temporal While equipped: ----- def ----- Resists +10% temporal Massive two-handed swords. |
mighty ash longbow4.0 T2 longbow 2H weapon [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +5 Str dps ---------- Phys.pwr +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
Bloomsoul (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 16 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
harmonious vined mindstar of balance (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +2% nature Res.pen +3% nature ----- def ----- Resists +4% nature Phys.save +4 (+2 eff.) Spell.save +3 (+2 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +0.70 Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of storms (8-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +3 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 10 lightning Dmg.mod +9% lightning Res.pen +9% lightning ----- def ----- Resists +6% lightning ---------- 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. |
caustic cured leather sling4.0 T2 sling 1H weapon [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Crit.r2 +13 acid +10 nature While equipped: dps ---------- Res.pen +7% acid +5% nature Apr +6 Slings are used to hurl stones or metal shots at your foes. |
shimmering yew magestaff of might (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+4 eff.) Dmg.mod +20% fire ---------- misc Mana/turn +0.19 Max.mana +52.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steady steel steamgun of cold4.0 T2 steamgun 1H weapon Reqs Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +8 cold Uses 2.0 Steam While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +10% cold Acc +7 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Lisokira (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Cun +3 Con dps ---------- Mind.crit +1% Dmg.mod +3% mind ----- def ----- Defense +1 (+1 eff.) ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rainhash the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +1 Str +4 Dex +5 Mag +5 Wil +1 Cun +1 Con dps ---------- Dmg.mod +9% nature Res.pen +20% mind ----- def ----- Resists +9% all ---------- misc Mana/turn +0.14 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of nature (+19%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +13% nature ----- def ----- Resists +11% mind +12% darkness +19% nature +11% all Phys.save +12 (+6 eff.) Spell.save +12 (+5 eff.) Mind.save +22 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of fire (+19%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +13% fire ----- def ----- Resists +11% all +19% fire ---------- misc Mana/turn +0.10 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of frost (+19%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Dmg.mod +13% cold ----- def ----- Resists +11% all +19% cold ---------- misc Mana/turn +0.10 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of blight (+12%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% blight ----- def ----- Resists +12% blight +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +7% nature ----- def ----- Resists +7% blight +9% all Max.HP +49.00 HP.reg +2.40 Heal.mod +13% Poison- +23% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 45% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +5% fire +5% cold ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
traveler's pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +3 Fatigue -6% Phys.save +8 (+4 eff.) ---------- misc Max.enc +27 Disengage: Puts all charms on 15 cooldown Level 2.6 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Duruderand (10 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str +5 Wil +3 Con dps ---------- S.pwr/crit +4 Dmg.mod +18% blight ----- def ----- Armour +2 Defense +10 (+4 eff.) HP.reg +4.00 Blind- +20% Disarm- +20% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Hit: 10% Disarm 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 125% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 21.5 - 30.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 19.0 - 26.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 25.5 - 35.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% Melee+ +6 arcane On Crit.r2 +9 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 10.0 - 14.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand dwarven-steel gauntlets of strength (+3) (0 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+3 eff.) Melee+ 6 physical Dmg.mod +5% physical ----- def ----- Armour +8 Fatigue +3% Unarmed combat: Power 23.5 - 32.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +7 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Acc +4 (+1 eff.) Apr +7 On Melee Ret: * 24 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +8% blight Spell.save +26 (+10 eff.) Unarmed combat: Power 21.5 - 30.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +17 Crit +8.0% Atk.spd 100% On Hit: * 12% chance to reduce armor by 22% * 11% chance to slow global speed by 44% * 15 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
storm rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 lightning Dmg.mod +3% lightning ----- def ----- Armour +1 Resists +5% lightning Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% On Crit.r2 +5 lightning On Hit: 10% Lightning Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor Reqs Wil 24 [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 61.13 mind damage and cripples the target's higher mental functions, reducing cunning by 7 and confusing (23% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Fuluromihad the rough leather cap (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Dex +5 Wil +2 Con dps ---------- Dmg.mod +3% mind Res.pen +5% mind ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
Ivayann the Demonkill (5 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +5% Resists +12% light +10% darkness +9% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zymachak (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Disarm- +20% ---------- misc Hate/m.crit +2.00 Max.psi +10.00 A cap made of leather. |
dwarven-steel helm 'Murkwire' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +6 Wil dps ---------- Crit.mult +10.00% Res.pen +10% darkness ----- def ----- Armour +4 Fatigue +4% Resists +6% blight +6% acid Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 132.4 Physical damage. If the attack hits, the target is confused (39% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding linen wizard hat of the mountain (+6%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +10% physical +5% temporal A pointy cloth hat, very wizardly... |
Runygund (2 def, 6 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% acid +6% temporal +3% darkness +5% cold +6% mind ---------- misc Breathe water A suit of armour made of mail. |
cleansing steel mail armour of command (7 def, 9 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Disrupt/Psionic While equipped: Stats +1 Cun ----- def ----- Armour +9 Defense +7 (+3 eff.) Fatigue +12% Resists +10% nature +11% blight Mind.save +12 (+6 eff.) A suit of armour made of mail. |
enlightening dwarven-steel mail armour of the deep (3 def, 9 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +5 Cun +3 Wil ----- def ----- Armour +9 Defense +3 (+1 eff.) Fatigue +12% Resists +5% acid +6% cold Mind.save +13 (+7 eff.) ---------- misc Breathe water A suit of armour made of mail. |
prismatic voratun mail armour of acid resistance (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego] Arcane/Master While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +22% acid +12% light +15% darkness A suit of armour made of mail. |
Cinderstake (6 def, 4 armour)9.0 T2 light armor [Rare] Arcane While equipped: Stats +1 Dex +3 Con ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +6% arcane +18% fire Spell.save +13 (+6 eff.) Die.at -40.00 life A suit of armour made of leather. |
hardened leather armour of clarity (9 def, 6 armour)9.0 T3 light armor [Ego] Psionic While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +6% mind Mind.save +13 (+7 eff.) A suit of armour made of leather. |
rejuvenating cured leather armour of cold resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +18% cold HP.reg +3.70 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
rejuvenating steel plate armour of fire resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +17% fire HP.reg +2.30 ---------- misc Stam/turn +0.50 A suit of armour made of metal plates. |
flaming steel shield of fire resistance (+19%) (0 def, 4 armour, 41.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire Melee Ret 4 fire ----- def ----- Armour +4 Fatigue +8% Resists +19% fire ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced dwarven-steel shield of shrapnel (0 def, 9 armour, 115 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 200 physical damage over 5 turns (1/turn) ----- def ----- Armour +9 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
scouring steel shield (0 def, 4 armour, 40 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Con dps ---------- Melee+ 7 acid 9 nature On Hit (Melee): * 8 arcane resource burn On Melee Ret: * 7 arcane resource burn ----- def ----- Armour +4 Fatigue +8% Resists +7% acid +7% nature ---------- misc Talents +1 Block Handheld deflection devices. |
Emiwyn (18/18, 24-34 power, 7 apr)3.0 T1 arrow ammo [Rare] Master Power 24.0 - 33.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.0% Capacity 18 Proj.spd +200% On Hit: * 10% chance to reduce all saves and defense by 18 On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Sepsislady' (22/22, 20-27 power, 7 apr)3.0 T2 arrow ammo [Rare] Psionic Power 19.5 - 27.3 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 22 Rld cld 6 Phasing +30% Ranged+ +11 mind On Hit.r1 +20 nature On Hit: * 21% chance to reduce all saves and defense by 18 While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
136 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 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. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
iron pickaxe of endurance (dig speed 37 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. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +51.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
barbed pouch of dwarven-steel shots (12/17, 40-47 power, 3 apr)3.0 T3 shot ammo [Ego+] Master Power 39.5 - 47.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +10.0% Capacity 17 On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
ash totem of healing 'Tundraburst' [power 188] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Dmg.mod +12% cold Res.pen +10% blight Melee Ret 8 blight ---------- misc Max.hate +4.00 Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 cooldown 100% to reduce fatigue by 27% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
9 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. |
3 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. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By TimIsBrawling the Halfling Brawler level 15
9th Dusk 122nd year of Ascendancy at 12:39 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By TimIsBrawling the Halfling Brawler level 15
31st Dusk 122nd year of Ascendancy at 12:45 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By TimIsBrawling the Halfling Brawler level 21
17th Regrowth 123rd year of Ascendancy at 07:37 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By TimIsBrawling the Halfling Brawler level 20
72nd Dusk 122nd year of Ascendancy at 15:00 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By TimIsBrawling the Halfling Brawler level 10
2nd Mirth 122nd year of Ascendancy at 05:26 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By TimIsBrawling the Halfling Brawler level 20
56th Dusk 122nd year of Ascendancy at 20:54 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By TimIsBrawling the Halfling Brawler level 21
26th Haze 122nd year of Ascendancy at 11:52 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By TimIsBrawling the Halfling Brawler level 19
56th Dusk 122nd year of Ascendancy at 17:48 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By TimIsBrawling the Halfling Brawler level 7
75th Pyre 122nd year of Ascendancy at 22:58 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By TimIsBrawling the Halfling Brawler level 21
30th Haze 122nd year of Ascendancy at 15:03 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By TimIsBrawling the Halfling Brawler level 19
56th Dusk 122nd year of Ascendancy at 17:32 see stats
Log
Urkis, the High Tempest deactivates Stone Skin.
Urkis, the High Tempest deactivates Hurricane.
Urkis, the High Tempest teleports some damage to TimIsBrawling!
TimIsBrawling hits Urkis, the High Tempest for 32 physical, 5 physical, 10 light, (6 teleported), 0 physical, 36 physical, (5 teleported), 0 physical, (10 teleported), 0 light, (6 teleported), 0 physical (83 total damage).
TimIsBrawling hits TimIsBrawling for 6 teleported, 5 teleported, 10 teleported, 6 teleported (27 total damage).
Hurricane from Urkis, the High Tempest hits TimIsBrawling for (19 flat reduction), 78 lightning (78 total damage).
Bleeding from Urkis, the High Tempest hits TimIsBrawling for (12 flat reduction), 0 physical (0 total damage).
Thunderstorm hits TimIsBrawling for (19 flat reduction), 24 lightning (24 total damage).
Urkis, the High Tempest casts Earthen Missiles.
TimIsBrawling speeds up.
Urkis, the High Tempest's spell attains critical power!
Urkis, the High Tempest's Earthen Missiles hits TimIsBrawling for (19 flat reduction), 25 physical, (7 flat reduction), 0 physical (25 total damage).
Urkis, the High Tempest's Earthen Missiles hits TimIsBrawling for (19 flat reduction), 16 physical, (6 flat reduction), 0 physical (16 total damage).
TimIsBrawling throws a wild haymaker!
TimIsBrawling slows down.
TimIsBrawling performs a melee critical strike against Urkis, the High Tempest!
The fabric of space around Urkis, the High Tempest stabilizes to normal.
Urkis, the High Tempest resists the death blow!
Urkis, the High Tempest teleports some damage to TimIsBrawling!
TimIsBrawling hits Urkis, the High Tempest for (32 teleported), 201 physical, 5 physical, 10 light, 6 physical, 7 physical (229 total damage).
TimIsBrawling hits TimIsBrawling for 32 teleported damage.
TimIsBrawling is no longer evading attacks.
Talent Double Strike is ready to use.
Talent Uppercut is ready to use.
Hurricane from Urkis, the High Tempest hits TimIsBrawling for (19 flat reduction), 42 lightning (42 total damage).
Bleeding from Urkis, the High Tempest hits TimIsBrawling for (19 flat reduction), 0 physical (0 total damage).
The protective shield of Urkis, the High Tempest disappears.
Thunderstorm hits TimIsBrawling for (19 flat reduction), 7 lightning (7 total damage).
TimIsBrawling the level 23 halfling brawler was volted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.






































































































































