










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
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 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 22 / 70% |
| Size | big |
| Lifes / Deaths | Killed by Mayossra the bandit at level 22 on the 51st Dusk 122nd year of Ascendancy at 20:06 / 1 |
Primary Stats
| Strength | 64 (base 50) |
| Dexterity | 25 (base 11) |
| Constitution | 44 (base 41) |
| Magic | 12 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -73/658 |
| Stamina | 102/176 |
| Healing Factor | 1.3455007465519 |
| Regeneration | 13.656832577502 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +35% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 18.815289237657 |
| See Invisible | 18.815289237657 |
Offense: Mainhand
| Damage | 108 |
| Accuracy | 38 |
| Crit Chance | 20% |
| APR | 6 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Light | +10% |
| Blight | +15% |
| Physical | +7% |
| Cold | +18% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Lightning | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 50.723073231957 (96.438666929426%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 20 |
| Physical Save | 31 |
| Spell Save | 15 |
| Mental Save | 22 |
Defense: Resistances
| Blight | + 13%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 21%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 23%( 70%) |
| Light | + 37%( 70%) |
| Temporal | + 24%( 70%) |
| Fire | + 13%( 70%) |
| Darkness | + 20%( 70%) |
Defense: Immunities
| Pinning Resistance | 46% |
| Confusion Resistance | 20% |
| Stun Resistance | 49% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 32% |
Inscriptions (4/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 192 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| 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 514% 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 Dexterity stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Two-handed assault | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
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 Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | Poralle the Shimmerlore (0 def, 7 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Str dps ---------- Mov.spd +25% Res.pen +5% lightning Melee Ret 4 lightning ----- def ----- Armour +7 Fatigue +2% HP.reg +4.00 Pinning- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| 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.(60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Brightprophet the rough leather cap (5 def, 3 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Str +3 Wil +2 Cun dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Armour +3 Defense +5 (+3 eff.) Fatigue +1% Resists +3% fire Crit.chn- 15.00% Die.at -60.00 life A cap made of leather. |
| Tool | Hathuharagen (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex dps ---------- Crit.mult +10.00% Phys.pwr +4 (+1 eff.) Mov.spd +10% Dmg.mod +15% blight Res.pen +5% blight Phasing +10% Melee Ret 6 blight ----- def ----- Max.HP +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Saloma the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Str ----- def ----- Resists +3% blight Crit.chn- 10.00% Mind.save +5 (+3 eff.) Confus- +20% Rings make your fingers look great! |
| On fingers | steel ring 'Shiversage'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +6% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Resists +6% darkness +3% cold HP.reg +3.00 Stun/Frz- +27% Rings make your fingers look great! |
| Around waist | blurring rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+0 eff.) ----- def ----- Defense +9 (+5 eff.) Spell.save +6 (+5 eff.) Stealth +6 ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | steel greatsword 'Shinewilter' (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Nature/Master Power 23.5 - 37.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 nature +16 light On Hit.r1 +7 fire On Crit.r2 +4 light On Crit: * Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +10 (+2 eff.) Dmg.mod +3% cold Massive two-handed swords. |
| On hands | umbral rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+1 eff.) Melee+ 5 darkness Dmg.mod +3% darkness ----- def ----- Armour +1 Resists +5% darkness Unarmed combat: Power 10.5 - 11.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 20% Moonlight Ray 1 On Hit: * 7% chance to reduce damage dealt by 11% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | steel plate armour 'Manirek' (8 def, 18 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Dex +2 Mag +2 Wil +2 Cun ----- def ----- Armour +18 Defense +8 (+4 eff.) Fatigue +17% Phys.save +5 (+2 eff.) Mind.save +10 (+5 eff.) HP.reg +2.90 ---------- misc Stam/turn +0.70 Infravis +2 A suit of armour made of metal plates. |
| Cloak | Rootpanic the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +3 (+2 eff.) Apr +4 Melee Ret 2 light On Hit (Melee): * 20% chance to slow global speed by 38% ----- def ----- Defense +1 (+1 eff.) ---------- misc Max.hate +2.00 Max.psi +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Glacierbrand0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Phys.spd +10% Dmg.mod +9% cold +7% physical ----- def ----- Resists +14% lightning +15% temporal +5% arcane +9% cold Pinning- +26% Stun/Frz- +22% Knockbk- +32% Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature 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 nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the psychic (speed 544%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 544% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the wizard (range 3; phase 15; cd 14)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 14 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 15%, your defense is increased by 15 and all your resistances by 15%. 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. |
manasurge rune of the titan (regen 933% over 10 turns; mana 47; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 933% for 10 turns (0 total) and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 38; 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 38 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 31; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 31 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Glima the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 38% * 10% chance to reduce armor by 17% ----- def ----- Resists +3% blight +6% temporal +12% mind Confus- +22% Amulets make your neck look great! |
Layeriawe0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.crit +2.0% Crit.mult +20.00% Dmg.mod +9% mind +9% physical ----- def ----- Die.at -40.00 life ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
Emelymira0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Con +6 Mag dps ---------- Res.pen +25% mind ----- def ----- Spell.save +8 (+6 eff.) ---------- misc Psi/ret +0.16 Max.hate +8.00 Rings make your fingers look great! |
copper ring 'Gleamspawn'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +3% lightning +12% light ----- def ----- Resists +12% light Rings make your fingers look great! |
titan's steel ring of frost (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Phys.save +8 (+4 eff.) Rings make your fingers look great! |
Betavea the iron battleaxe (14-21 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Psionic Power 14.0 - 21.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +10 darkness Against +9% Living While equipped: ----- def ----- Armour +12 Resists +5% arcane Massive two-handed battleaxes. |
Thunderdare the steel dagger (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 13.0 - 16.9 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 light +13 cold Against +10% Undead On Hit.r1 +8 lightning On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Res.pen +15% light ----- def ----- Resists +9% lightning Sharp, short and deadly. |
dwarven-steel dagger of massacre (28-37 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 28.5 - 37.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
hateful dwarven-steel dagger of evisceration (17-22 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master/Psionic Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 darkness Against +11% Living On Crit: * Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +7 (+1 eff.) Sharp, short and deadly. |
iron greatmaul 'Cloudoracle' (26-40 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 26.5 - 39.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +8 lightning On Hit.r1 +12 lightning While equipped: dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Resists +3% lightning Spell.save +9 (+7 eff.) Massive two-handed mauls. |
warbringer's steel greatmaul of amnesia (25-38 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego++] Master/Psionic Power 25.0 - 37.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) While equipped: Stats +3 Con dps ---------- Phys.pwr +9 (+2 eff.) Res.pen +9% physical ----- def ----- Disarm- +25% Massive two-handed mauls. |
Genocide (42-67 power, 4 apr)3.0 T3 greatsword 2H weapon Reqs Wil 20 [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
iron greatsword (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 16.0 - 25.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
steel greatsword 'Oluzor' (23-37 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Disrupt/Master Power 23.0 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Res.pen +7% all Acc +7 (+3 eff.) Apr +9 ----- def ----- Armour +2 Resists +10% acid +22% cold +10% lightning +12% fire +3% mind +7% all Spell.save +7 (+6 eff.) Massive two-handed swords. |
steel greatsword of rage (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 23.5 - 37.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +9% physical Acc +9 (+4 eff.) Massive two-handed swords. |
dwarven-steel longsword of enduring (20-28 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Nature Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Con +10 Wil ----- def ----- Max.HP +46.00 Sharp, long, and deadly. |
Eye of Winter (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
epiphanous vined mindstar (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature/Psionic Power 4.5 - 5.0 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 +3% Mind.pwr +6 (+3 eff.) Dmg.mod +5% mind ---------- misc Psi/m.crit +2.00 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. |
nature's thorny mindstar of clarity (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 8.0 - 8.8 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: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +3% nature ----- def ----- Resists +2% blight Mind.save +4 (+2 eff.) Disease- +12% ---------- misc Max.psi +10.00 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. |
nature's vined mindstar of frost (4-4 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature Power 4.0 - 4.4 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.) Melee+ 5 cold Dmg.mod +3% nature +7% cold Res.pen +6% cold ----- def ----- Armour +8 Resists +3% blight +6% cold Disease- +12% ---------- 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. |
Penitence (15-18 power, 4 apr, nature element)5.0 T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+11 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+10 eff.) ---------- misc Talents +1 Command Staff Cure up to 2 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Rhohir (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +13.00% Spell.pwr +6 (+6 eff.) Dmg.mod +18% acid +15% fire +9% mind On Hit (Melee): * 20% chance to slow global speed by 38% ----- def ----- Resists +6% blight Mind.save +3 (+2 eff.) ---------- misc Psi/ret +0.12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing dwarven-steel steamsaw (20-31 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Arcane/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel steamsaw of crippling (24-36 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 24.0 - 36.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +8.0% ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Blood-Letter (33-46 power, 4.5 apr)3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Helltrencher the steel waraxe (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +16 arcane On Hit.r1 +8 arcane On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: dps ---------- Dmg.mod +6% arcane +6% fire Res.pen +20% light ----- def ----- Resists +12% fire One-handed war axes. |
Xanymira the steel waraxe (16-22 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +16 acid While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Dmg.mod +6% acid Acc +7 (+3 eff.) ----- def ----- Resists +5% arcane +12% light Heal.mod +5% Teleport- +10% One-handed war axes. |
flaming dwarven-steel waraxe of massacre (27-38 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane/Master Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +8 fire One-handed war axes. |
steel waraxe of rage (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +5% physical Acc +8 (+3 eff.) One-handed war axes. |
mindwoven cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) ----- def ----- Resists +11% all Mind.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tarratir (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+5 eff.) Melee Ret 2 physical ----- def ----- Armour +3 Fatigue +2% Resists +1% physical Phys.save +6 (+3 eff.) HP.reg +1.00 Heal.mod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
blood-soaked pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Apr +4 ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
scholar's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+3 eff.) ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -5% Phys.save +5 (+2 eff.) ---------- misc Max.enc +24 A pair of boots made of leather. |
brawler's dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +2 Dex +3 Cun ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+3 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +5 Apr +9 Crit +14.0% Atk.spd 83% On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: Stats +2 Str +2 Dex +3 Cun dps ---------- Phys.pwr +6 (+1 eff.) Acc +4 (+2 eff.) Apr +8 ----- def ----- Armour +2 Fatigue +3% Resists +8% blight Phys.save +7 (+3 eff.) Spell.save +9 (+7 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +4 Apr +14 Crit +14.0% Atk.spd 83% On Hit: 10% Set Up 3 On Hit: * 13% chance to slow global speed by 38% * 12% chance to reduce armor by 17% Metal gloves protecting the hands up to the middle of the lower arm. |
Artherim (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee Ret 4 physical ----- def ----- Armour +5 Fatigue +5% Resists +5% lightning +6% temporal +6% darkness HP.reg +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eremegachak the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Dex +4 Mag +6 Lck dps ---------- Phys.crit +3.0% Spell.crit +2% Mind.crit +6% ----- def ----- Armour +1 Fatigue +1% Resists +9% blight Crit.chn- 10.00% ---------- misc See.Invis +12 A cap made of leather. |
Strikegasher (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun +4 Wil dps ---------- Mind.crit +1% Dmg.mod +3% mind Melee Ret 6 mind ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +8% cold ---------- misc Breathe water A cap made of leather. |
bladed rough leather cap of trickery (0 def, 1 armour)2.0 T1 head armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +1% 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 182.5 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
linen wizard hat 'Islurewyn' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning +3% temporal +6% light Mind.save +12 (+6 eff.) A pointy cloth hat, very wizardly... |
impenetrable steel mail armour of cold resistance (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% Resists +17% cold A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
rejuvenating stralite mail armour of clarity (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego] Nature/Psionic While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +6% mind Mind.save +11 (+6 eff.) HP.reg +2.80 ---------- misc Stam/turn +0.90 A suit of armour made of mail. |
rejuvenating voratun mail armour of Eyal (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +12% Max.HP +67.00 HP.reg +9.30 Heal.mod +14% ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
radiant hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature/Master While equipped: Stats +1 Wil ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +15% blight +13% darkness +18% lightning ---------- misc Light +1 A suit of armour made of leather. |
volcanic rough leather armour (3 def, 8 armour)9.0 T1 light armor [Ego+] Nature While equipped: dps ---------- Melee+ 5 fire Ranged+ 6 fire ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +6% Resists +12% fire +11% physical A suit of armour made of leather. |
Blackmortal (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +5 Str +1 Dex +3 Con dps ---------- Dmg.mod +6% lightning +6% darkness ----- def ----- Armour +9 Fatigue +22% Resists +12% darkness Max.HP +42.00 ---------- misc Infravis +3 A suit of armour made of metal plates. |
Rainstreak the iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +2 Mag +7 Wil +4 Cun +1 Con dps ---------- Res.pen +15% nature Melee Ret 8 fire ----- def ----- Armour +7 Fatigue +22% Mind.save +11 (+6 eff.) A suit of armour made of metal plates. |
impenetrable iron plate armour of temporal resistance (0 def, 12 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +12 Fatigue +22% Resists +15% temporal A suit of armour made of metal plates. |
steel plate armour of command (7 def, 13 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +13 Defense +7 (+4 eff.) Fatigue +22% Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
reinforced steel shield of the stars (0 def, 7 armour, 12-14 power, 69 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 12.0 - 14.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +69 Melee+ +12 light +12 darkness While equipped: Stats +2 Cun +2 Mag dps ---------- Dmg.mod +11% light +11% darkness ----- def ----- Armour +7 Fatigue +8% Resists +12% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
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. |
476 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Cyribeth (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +9% cold +1% physical +10% nature +3% light Die.at -40.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By SomeGuy the Cornac Berserker level 18
28th Dusk 122nd year of Ascendancy at 14:46 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By SomeGuy the Cornac Berserker level 10
2nd Summertide 122nd year of Ascendancy at 02:40 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By SomeGuy the Cornac Berserker level 20
47th Dusk 122nd year of Ascendancy at 18:01 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By SomeGuy the Cornac Berserker level 16
4th Dusk 122nd year of Ascendancy at 04:04 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By SomeGuy the Cornac Berserker level 10
2nd Summertide 122nd year of Ascendancy at 02:49 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By SomeGuy the Cornac Berserker level 7
1st Mirth 122nd year of Ascendancy at 20:30 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By SomeGuy the Cornac Berserker level 21
51st Dusk 122nd year of Ascendancy at 08:10 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By SomeGuy the Cornac Berserker level 16
2nd Dusk 122nd year of Ascendancy at 22:00 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Berserker Rage's rage awakens!
Mayossra the bandit's morale has been lowered.
Ran for 5 turns (stop reason: hostile spotted to the south (Mayossra the bandit)).
SomeGuy rushes out!
SomeGuy misses Mayossra the bandit.
Evasive Shots fires a retaliatory shot at SomeGuy!
Mayossra the bandit's Evasive Shots hits SomeGuy for 87 physical, 8 fire (96 total damage).
Mayossra the bandit's Evasive Shots hits SomeGuy for 98 physical, 7 fire, 8 fire (114 total damage).
Mayossra the bandit uses Startling Shot.
Mayossra the bandit misses his shot.
SomeGuy uses Stunning Blow.
SomeGuy misses Mayossra the bandit.
Evasive Shots fires a retaliatory shot at SomeGuy!
SomeGuy misses Mayossra the bandit.
SomeGuy is recovering from the damage!
Mayossra the bandit's Evasive Shots hits SomeGuy for 92 physical, 7 fire, 8 fire (108 total damage).
Mayossra the bandit's Evasive Shots hits SomeGuy for 286 physical, 8 fire (294 total damage).
Mayossra the bandit uses Double Shots.
SomeGuy resists!
SomeGuy resists!
SomeGuy resists!
Mayossra the bandit's Double Shots hits SomeGuy for 32 physical, 8 fire (40 total damage).
Mayossra the bandit's Double Shots hits SomeGuy for 30 physical damage.
Mayossra the bandit's Double Shots hits SomeGuy for 33 physical, 7 fire, 8 fire (49 total damage).
SomeGuy the level 22 cornac berserker was struck to death by Mayossra the bandit on level 4 of The Maze.
SomeGuy's rage subsides!




































































































