











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/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 1.7.0Official 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This 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 ZOmnibus Addon Pack 1.7.0Combines 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 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Krog |
| Class | Marauder |
| Level / Exp | 22 / 63% |
| Size | big |
| Lifes / Deaths | Killed by Aramikira the rattlesnake at level 9 on the 5th Flare 122nd year of Ascendancy at 11:09 0 / 6Killed by Norgos, the Guardian at level 11 on the 21st Dusk 122nd year of Ascendancy at 03:15 Killed by Poromina the green jelly at level 22 on the 2nd Wintertide 123rd year of Ascendancy at 10:46 Killed by gigantic gravity worm at level 22 on the 2nd Wintertide 123rd year of Ascendancy at 12:34 Killed by Sileba the gigantic sandworm tunneler at level 22 on the 2nd Wintertide 123rd year of Ascendancy at 18:29 Killed by Belil at level 22 on the 2nd Wintertide 123rd year of Ascendancy at 18:34 |
| Antimagic | Follower |
Primary Stats
| Strength | 60 (base 51) |
| Dexterity | 46 (base 23) |
| Constitution | 25 (base 17) |
| Magic | 15 (base 10) |
| Willpower | 30 (base 10) |
| Cunning | 24 (base 24) |
Resources
| Life | 648/648 |
| Stamina | 243/243 |
| Equilibrium | 0 |
| Healing Factor | 1.3245178243369 |
| Regeneration | 4.3046829290949 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 2 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 47 |
| Crit Chance | 23% |
| APR | 19 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 40 |
| Accuracy | 47 |
| Crit Chance | 29% |
| APR | 35 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +15% |
| Acid | +27% |
| Light | +10% |
| Nature | +23% |
| Darkness | +6% |
| Physical | +26% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Acid | +6% |
| Light | +25% |
| Nature | +7% |
Defense: Base
| Armour (hardiness) | 30 (68.594633868923%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 27 |
| Mental Save | 24 |
Defense: Resistances
| Lightning | + 25%( 70%) |
| Acid | + 20%( 70%) |
| Nature | + 49%( 70%) |
| Darkness | + 26%( 70%) |
| Cold | + 51%( 70%) |
| Physical | + 17%( 70%) |
| Fire | + 25%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Disarm Resistance | 20% |
| Confusion Resistance | 62% |
| Knockback Resistance | 61% |
| Stun Resistance | 75% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 551% 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Poisons | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.43 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
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 grave | active |
You failed to protect the lone alchemist from death by hornet swarm. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 precision. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed orc heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed ice ant stinger. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed black mamba head. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots 'Snowdeath' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid +12% cold Melee Ret 10 acid ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold Die.at -80.00 life 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 'Dagidratir'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+3 eff.) ----- def ----- Resists +6% acid +3% darkness Die.at -60.00 life Max.HP +42.00 ---------- misc Max.psi +20.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | Shadowfist (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +10.0% Spell.crit +8% Mind.crit +8% Crit.mult +7.00% Dmg.mod +6% darkness Res.pen +15% darkness +25% light ----- def ----- Armour +2 Fatigue +3% Resists +6% fire Spell.save +9 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Rainnigh the elm totem of stinging [power 110] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Mag dps ---------- Dmg.mod +15% physical ----- def ----- Resists +3% cold +2% physical ---------- misc Max.stam +30.00 Infravis +2 See.Invis +3 Sting an enemy dealing 135 nature damage over 7 turns and reducing their healing by 50% 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. |
| 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. |
| On fingers | marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +24.00 Disarm- +20% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
| Around neck | Lisoda the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Lck dps ---------- Crit.mult +10.00% S.pwr/crit +2 Phasing +20% Acc +6 (+2 eff.) ----- def ----- Defense +8 (+3 eff.) Resists +12% lightning Mind.save +3 (+2 eff.) Unseen.red 11% Stun/Frz- +23% ---------- misc Max.mana +20.00 Masteries +0.13 Cunning/Survival Amulets make your neck look great! |
| In main hand | dwarven-steel longsword 'Pyrethorn' (121% power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Nature/Master/Psionic Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +13 acid +13 nature On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +2 Str +1 Dex +2 Mag dps ---------- Phys.spd +10% Res.pen +6% acid +7% nature Acc +11 (+3 eff.) Apr +8 Melee Ret 2 fire ---------- misc See.Invis +9 Sharp, long, and deadly. |
| 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. |
| In off hand | Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
| Cloak | Beledakira the Raingrinder (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Con +2 Wil dps ---------- Dmg.mod +3% cold +3% physical ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
movement infusion of the warrior (speed 693%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 693% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
acid wave rune (damage 60; 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 unleash a cone dealing 59.69 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect 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. |
ethereal rune (power 12; resist 19%; move 37%; dur 5; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 19% all resistance, you move 37% faster, and you are invisible (power 12). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 50; 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 create a protective shield absorbing at most 50 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. |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +10% darkness Blind- +21% Amulets make your neck look great! |
enraging steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag dps ---------- Phys.pwr +5 (+1 eff.) S.pwr/crit +3 Phys.spd +10% Dmg.mod +6% physical ---------- misc Mana/turn +0.10 Max.mana +22.00 Amulets make your neck look great! |
Unlightwrack the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% lightning +6% acid Res.pen +5% acid On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Resists +20% lightning Rings make your fingers look great! |
copper ring 'Islulratira'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Dex +3 Wil ----- def ----- Resists +3% lightning Spell.save +9 (+5 eff.) Mind.save +6 (+3 eff.) Heal.mod +5% Teleport- +10% Rings make your fingers look great! |
Blazeguile the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Str +2 Dex +4 Cun dps ---------- Melee Ret 8 acid ----- def ----- Defense +8 (+3 eff.) Resists +18% lightning Crit.dmg- 10.00% Rings make your fingers look great! |
rogue's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Max.HP +20.00 Disarm- +21% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
Kor's Fall (100% power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+6 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 86.17 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% (172). 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. |
yew vilestaff of protection (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 121% 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 +9 (+7 eff.) Dmg.mod +20% fire ----- def ----- Resists +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
plaguebringer's steel battleaxe (123% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane 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% Melee+ +12 blight On Hit: 20% Epidemic 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 9 While equipped: ----- def ----- Disease- +22% Massive two-handed battleaxes. |
hateful dwarven-steel battleaxe of evisceration (137% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master/Psionic Power 137% 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 darkness Against +12% Living On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+3 eff.) Massive two-handed battleaxes. |
truestriking dwarven-steel greatmaul of erosion (153% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Nature/Master Power 153% 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% Melee+ +10 nature While equipped: dps ---------- Res.pen +10% physical Acc +12 (+4 eff.) Apr +12 Massive two-handed mauls. |
Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 161% Range: 1.6x Uses 129% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
iron longsword 'Freezewyrd' (103% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 104% 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: * 10% chance to reduce all saves and defense by 22 While equipped: dps ---------- Res.pen +5% fire Acc +6 (+2 eff.) Melee Ret 6 cold ----- def ----- Defense +5 (+2 eff.) Disarm- +21% Sharp, long, and deadly. |
Relgablek the Prismnull (125% power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Master Power 125% 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% While equipped: dps ---------- Res.pen +5% light +10% temporal Acc +10 (+3 eff.) ----- def ----- Defense +12 (+4 eff.) Resists +3% temporal Disarm- +44% ---------- misc Light +2 Sharp, long, and deadly. |
Cyresemira the Kindlelace (115% power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 115% 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% While equipped: Stats +1 Wil dps ---------- Melee Ret 2 light ---------- misc Max.psi +10.00 Light +3 Blunt and deadly. |
truestriking dwarven-steel mace (133% power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master Power 134% 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: dps ---------- Res.pen +8% physical Acc +7 (+2 eff.) Apr +6 Blunt and deadly. |
iron waraxe (104% power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
Gedhetha the Scumtrial (100% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 100% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +20% nature Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +5% arcane +3% temporal Mind.save +6 (+3 eff.) Disarm- +22% Stun/Frz- +10% Sharp, short and deadly. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
iron dagger (101% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 101% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger 'Shadebender' (98% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 99% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 20% chance to reduce damage dealt by 18% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +3% fire Res.pen +5% light On Hit (Melee): * 10% chance to reduce damage dealt by 18% Sharp, short and deadly. |
steel dagger of massacre (118% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 118% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
creative mossy mindstar of clarity (72% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 72% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Crit.mult +6.00% Mind.pwr +2 (+1 eff.) ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Max.psi +14.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of balance (98% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 99% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +5 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +1.30 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. |
mighty yew longbow of cold4.0 T3 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +11 cold While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +15% cold Longbows are used to shoot arrows at your foes. |
Glorinor the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Dmg.mod +18% nature ----- def ----- Resists +2% physical +27% nature +9% all Phys.save +15 (+7 eff.) ---------- misc Stam/turn +3.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Scaldzeal' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: Stats +3 Mag +1 Wil +3 Cun +3 Con dps ---------- Dmg.mod +9% nature +13% lightning ----- def ----- Resists +19% lightning +3% fire +7% blight +9% all Max.HP +45.00 HP.reg +1.90 Heal.mod +14% Poison- +25% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Saludhevena the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +3 Str +1 Dex +4 Con dps ---------- Dmg.mod +13% physical On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +3% blight +13% physical +11% all Mind.save +6 (+3 eff.) Teleport- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
cured leather armour of command (12 def, 8 armour)9.0 T2 light armor [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +8 Defense +12 (+4 eff.) Fatigue +7% Mind.save +10 (+5 eff.) A suit of armour made of leather. |
rejuvenating hardened leather armour of fire resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +16% fire HP.reg +3.80 ---------- misc Stam/turn +0.90 A suit of armour made of leather. |
Polagatta the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Dex +3 Mag ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% acid +5% arcane +6% mind Crit.dmg- 15.00% Spell.save +10 (+5 eff.) Mind.save +11 (+6 eff.) A suit of armour made of mail. |
Snowdream (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +15% darkness ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +15% cold Mind.save +9 (+5 eff.) HP.reg +2.00 ---------- misc Stam/turn +1.00 Equi/ret +0.12 A suit of armour made of mail. |
Xanora the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +15% acid +6% darkness +15% fire +3% nature +6% light Max.HP +38.00 A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of cold 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 +21% cold HP.reg +3.70 ---------- misc Stam/turn +1.40 A suit of armour made of mail. |
Daimumnir the iron plate armour (15 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: ----- def ----- Armour +7 Defense +15 (+5 eff.) Fatigue +22% Resists +6% fire +5% physical Phys.save +11 (+5 eff.) Poison- +10% A suit of armour made of metal plates. |
Bethirekira the Abyssweeper1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Cun +1 Mag dps ---------- Dmg.mod +3% cold +9% fire ----- def ----- Defense +9 (+3 eff.) Crit.dmg- 5.00% Stealth +6 A belt that goes around your waist. |
Hanuhad the Lightsmash1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Dmg.mod +15% light Res.pen +5% light +5% mind Against +18% Summoned ----- def ----- Resists +3% mind D.Red.from +16% Summoned A belt that goes around your waist. |
Yvuth the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +12% mind Res.pen +10% mind ----- def ----- Resists +12% cold Spell.save +6 (+3 eff.) Max.HP +40.00 Poison- +20% ---------- misc Size +1 A belt that goes around your waist. |
cashmere cloak 'Bethoriwyn' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +22.00% Dmg.mod +3% mind Acc +8 (+2 eff.) Apr +7 On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Defense +2 (+1 eff.) Resists +3% fire Mind.save +6 (+3 eff.) Stealth +10 HP.reg +2.00 Cut- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Beletira the pair of rough leather boots (0 def, 2 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +2 Resists +3% acid +3% mind +3% lightning HP.reg +4.00 ---------- misc Infravis +1 A pair of boots made of leather. |
Frozenknave (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +3 Mag +4 Wil +3 Cun +6 Lck dps ---------- Dmg.mod +3% cold ----- def ----- Armour +1 Stealth +6 ---------- misc Infravis +1 A pair of boots made of leather. |
Glumiwen (3 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex +1 Con dps ---------- Crit.mult +10.00% Dmg.mod +9% physical Res.pen +5% mind ----- def ----- Armour +1 Defense +3 (+1 eff.) ---------- misc Max.stam +20.00 Evasion: (Instant) Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Flamefear the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Lck +4 Dex dps ---------- Phys.crit +5.0% Dmg.mod +6% physical Res.pen +10% fire ----- def ----- Armour +3 Resists +3% darkness Stealth +7 ---------- misc Max.stam +30.00 A pair of boots made of leather. |
Ivuvea the pair of hardened leather boots (0 def, 8 armour)2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +8 Resists +3% blight +9% temporal Spell.save +6 (+3 eff.) ---------- misc Psi/ret +0.08 Max.psi +40.00 Infravis +2 A pair of boots made of leather. |
Lisykira the Willowire (0 def, 5 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +2 Mag +3 Wil dps ---------- Dmg.mod +9% nature ----- def ----- Armour +5 Max.HP +100.00 ---------- misc Infravis +2 A pair of boots made of leather. |
pair of hardened leather boots 'Hellnight' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +9 Lck +5 Dex dps ---------- Res.pen +20% fire ----- def ----- Armour +3 Resists +6% acid Crit.dmg- 10.00% Phys.save +18 (+8 eff.) Stealth +8 Confus- +20% A pair of boots made of leather. |
pair of dwarven-steel boots 'Bileparry' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +4 Fatigue +3% Resists +9% darkness +9% cold +9% fire +3% nature +6% light Spell.save +6 (+3 eff.) 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 40.87 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
sand rough leather gloves (0 def, 6 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +4% physical ----- def ----- Armour +6 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. |
hardened leather gloves 'Hailspire' (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 acid Dmg.mod +5% acid +18% cold Res.pen +25% acid +10% cold ----- def ----- Armour +2 Resists +13% acid +9% fire 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. |
polar hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 7 cold Dmg.mod +5% cold ----- def ----- Armour +2 Resists +7% cold 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. |
cashmere wizard hat 'Charpain' (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Dex +5 Wil +5 Cun +4 Con dps ---------- Res.pen +10% fire ----- def ----- Defense +2 (+1 eff.) Crit.dmg- 15.00% Mind.save +8 (+4 eff.) A pointy cloth hat, very wizardly... |
Blizzardvengeance (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +3% cold On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +9% blight Spell.save +6 (+3 eff.) A cap made of leather. |
Togomas the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Wil +4 Cun dps ---------- Mind.crit +1% Res.pen +5% mind On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +1 Fatigue +1% ---------- misc Max.hate +6.00 Skullcr.mult +1 Skullcracker: Puts all charms on 20 cooldown Level 3.9 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 299.2 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Cuthadir the Pyrewrecker (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +5 Wil dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +15% fire +9% nature +8% physical Phys.save +8 (+4 eff.) Mind.save +6 (+3 eff.) Heal.mod +10% Blind- +10% Cut- +10% Stun/Frz- +20% A cap made of leather. |
iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Kindleslice the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +10% blight ----- def ----- Armour +4 Fatigue +4% Resists +6% acid +13% light +14% darkness +18% fire +7% cold +7% lightning Phys.save +12 (+6 eff.) Spell.save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 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. |
8 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. |
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. |
8 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. |
6 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. |
5 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. |
10 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. |
2 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. |
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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
154 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. |
brass lantern 'Zerikor'2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str ----- def ----- Defense +10 (+4 eff.) Resists +3% acid +6% fire Phys.save +6 (+3 eff.) Heal.mod +11% ---------- 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. |
Summertide Phial1.0 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.(84 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Mucusrune the iron pickaxe (dig speed 35 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Mag +2 Wil +1 Cun dps ---------- Dmg.mod +6% nature On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Resists +11% nature ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Ce'Nalaith [power 15] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Crit.mult +15.00% Acc +5 (+1 eff.) ----- def ----- Die.at -20.00 life Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Belil the Krog Marauder level 10
13rd Dusk 122nd year of Ascendancy at 02:45 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Belil the Krog Marauder level 20
53rd Haze 122nd year of Ascendancy at 08:10 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Belil the Krog Marauder level 19
49th Haze 122nd year of Ascendancy at 11:34 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Belil the Krog Marauder level 10
5th Flare 122nd year of Ascendancy at 13:25 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Belil the Krog Marauder level 20
51st Haze 122nd year of Ascendancy at 18:16 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Belil the Krog Marauder level 21
70th Haze 122nd year of Ascendancy at 07:45 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Belil the Krog Marauder level 21
54th Haze 122nd year of Ascendancy at 00:45 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Belil the Krog Marauder level 10
8th Flare 122nd year of Ascendancy at 09:06 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Belil the Krog Marauder level 21
54th Haze 122nd year of Ascendancy at 11:37 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Belil the Krog Marauder level 15
35th Dusk 122nd year of Ascendancy at 16:23 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Belil the Krog Marauder level 22
2nd Wintertide 123rd year of Ascendancy at 18:34 see stats
Log
Belil hits Gelatinous cube for 4 acid, 4 nature (8 total damage).
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Belil is no longer pinned.
Belil is no longer harassed.
Belil has finished recovering.
Belil stops burning.
Sileba the gigantic sandworm tunneler performs a melee critical strike against Belil!
Belil is no longer being stalked by Sileba the gigantic sandworm tunneler.
Sileba the gigantic sandworm tunneler's Beyond the Flesh hits Belil for 48 physical, 9 physical, 5 fire (62 total damage).
Sileba the gigantic sandworm tunneler hits Belil for 47 physical damage.
Mindrot hits Belil for 3 mind, 1 darkness (5 total damage).
Deadly Poison from Belil hits Sileba the gigantic sandworm tunneler for 6 nature damage.
Poison from Belil hits Sileba the gigantic sandworm tunneler for 8 nature damage.
Melee retaliation hits Sileba the gigantic sandworm tunneler for 5 acid, 2 nature, (0 to psi shield), 0 fire, 10 nature, 5 acid, 2 nature, (0 to psi shield), 0 fire, 10 nature (34 total damage).
Belil the level 22 krog marauder was dissected to death by Sileba the gigantic sandworm tunneler on level 1 of Sandworm lair.
Belil no longer revels in blood quite so much.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Mindrot killed Belil!
Saving game...
Saving done.
Talent Dig is ready to use.
Talent Skullcracker is ready to use.
Talent Antimagic Zone is ready to use.
Ran for 2 turns (stop reason: interesting character).
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!













































































































































