Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 Adventure |
Sex | Male |
Race | Ghoul |
Class | Doombringer |
Level / Exp | 21 / 30% |
Size | medium |
Lifes / Deaths | Killed by Betysera the rogue at level 19 on the 22nd Haze 122nd year of Ascendancy at 12:27 3 / 3Killed by Yvolaith the bandit at level 21 on the 29th Haze 122nd year of Ascendancy at 03:57 Killed by DEMON GHOUL THING at level 21 on the 29th Haze 122nd year of Ascendancy at 04:56 |
Primary Stats
Strength | 53 (base 43) |
Dexterity | 41 (base 29) |
Constitution | 22 (base 12) |
Magic | 12 (base 12) |
Willpower | 12 (base 10) |
Cunning | 22 (base 11) |
Resources
Life | 631/631 |
Stamina | 156/186 |
Vim | 145/180 |
Healing Factor | 1.1024166372473 |
Regeneration | 0.27560415931183 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 22.531537443297 |
See Invisible | 22.531537443297 |
Offense: Mainhand
Damage | 111 |
Accuracy | 57 |
Crit Chance | 10% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Blight | +12% |
Physical | +28% |
Mind | +8% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Physical | +25% |
Mind | +10% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 23 (38.594633868923%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 8 |
Mental Save | 11 |
Defense: Resistances
Lightning | + 18%( 70%) |
Acid | + 26%( 70%) |
Light | + 17%( 70%) |
Nature | + 16%( 70%) |
Darkness | + 23%( 70%) |
Physical | + 33%( 70%) |
Mind | + 25%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Bleed Resistance | 100% |
Confusion Resistance | 21% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 165 damage for 4 turns. Its effects scale with your Constitution stat. |
Class Talents
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 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 lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' 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 electric eel tail. * You've found the needed bloated horror heart. * You've found the needed ice ant stinger. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Radhoruiblek (0 def, 5 armour) Radhoruiblek (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Crit +1.0% Damage +6% physical Ignore resists +5% physical defense ------ Armor +5 Fatigue +2% Physical save +6 (+3 eff.) Unlife -20.00 life other ------- Stamina/turn +0.40 Max stamina +11.00 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 'Xeretta' brass lantern 'Xeretta'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Spell Crit +2% Critical power +10.00% Ignore resists +5% blight Ignore Shields +30% defense ------ Life +43.00 other ------- 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 | Torevon the rough leather cap (15 def, 3 armour) Torevon the rough leather cap (15 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex offense ------ Damage +3% mind Accuracy +15 (+4 eff.) Ignore Armor +5 defense ------ Armor +3 Defense +15 (+5 eff.) Fatigue +1% Unlife -20.00 life A cap made of leather. |
Tool | elm totem of healing [power 122] (13 cooldown) elm totem of healing [power 122] (13 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | copper ring 'Muckvein' copper ring 'Muckvein'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Con offense ------ Ignore resists +10% nature When Hit 2 mind defense ------ Resistance +3% mind +6% lightning Physical save +4 (+2 eff.) Rings make your fingers look great! |
On fingers | copper ring of the mountain (+11%) copper ring of the mountain (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% physical defense ------ Resistance +11% physical Rings make your fingers look great! |
Around waist | rough leather belt 'Zubywen' rough leather belt 'Zubywen'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Critical power +5.00% Physical Power +15 (+5 eff.) Damage +6% physical Ignore resists +10% physical defense ------ Defense +5 (+2 eff.) Resistance +5% light +6% darkness other ------- Max stamina +10.00 A belt that goes around your waist. |
In main hand | Blindblight (46-68 power, 2 apr) Blindblight (46-68 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 45.5 - 68.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +10 blight On-Hit, radius 1 +4 light +13 fire On Hit: 20% Epidemic level 3 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 10 While equipped: offense ------ Damage +12% blight Ignore resists +5% blight defense ------ Disease Resist +14% Massive two-handed mauls. |
On hands | Erelinarigas the Scabguile (0 def, 7 armour) Erelinarigas the Scabguile (0 def, 7 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +1 Str +3 Dex +2 Cun offense ------ Ignore resists +10% nature Accuracy +6 (+2 eff.) defense ------ Armor +7 Resistance +6% darkness +3% nature Unlife -80.00 life other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 13 turn cooldown Effective talent level: 2.0 Power cost 13 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+4 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 26.97 to 33.71 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Cloak | Cloak of Deception Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+4 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | copper amulet 'Cracklewedge' copper amulet 'Cracklewedge'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +3% lightning defense ------ Defense +10 (+4 eff.) Resistance +11% mind Unlife -40.00 life Life +20.00 Disease Resist +10% Confus Resist +21% Amulets make your neck look great! |
Inventory
blink rune of the sneak (range 3; phase 15; cd 13) blink rune of the sneak (range 3; phase 15; cd 13)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 3 Cooldown: 13 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the sneak (absorb 53; cd 15) shatter afflictions rune of the sneak (absorb 53; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 53 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 173; dur 3; cd 16) shielding rune of the duelist (absorb 173; dur 3; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 173 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Healbolt the ash magestaff (15-18 power, 3 apr, cold element) Healbolt the ash magestaff (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +8 Mag +8 Wil +7 Cun offense ------ Spell Crit +2% Mind Crit +2% Spellpower +6 (+4 eff.) Mindpower +15 (+7 eff.) Spellpower/crit +6 Damage +9% mind +15% cold Ignore resists +20% nature +15% mind When Hit 8 mind other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew magestaff (20-24 power, 4 apr, lightning element) surging yew magestaff (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+6 eff.) Spellpower/crit +3 Damage +20% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
thought-forged iron battleaxe of massacre (20-31 power, 1 apr) thought-forged iron battleaxe of massacre (20-31 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Master/Psionic Weapon Damage 20.5 - 30.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +10 mind On Hit: * 16% chance to reduce all saves and defense by 17 While equipped: Stats +2 Cun +3 Wil Massive two-handed battleaxes. |
arcing steel battleaxe of daylight (20-31 power, 2 apr) arcing steel battleaxe of daylight (20-31 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane Weapon Damage 20.5 - 30.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 light Damage Against +16% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 21 damage Massive two-handed battleaxes. |
balanced stralite battleaxe (45-68 power, 3 apr) balanced stralite battleaxe (45-68 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Ego] Master Weapon Damage 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% While equipped: offense ------ Accuracy +13 (+4 eff.) defense ------ Defense +10 (+4 eff.) Disarm Resist +36% Massive two-handed battleaxes. |
balanced steel greatmaul of massacre (40-60 power, 2 apr) balanced steel greatmaul of massacre (40-60 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Master Weapon Damage 40.0 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +7 (+3 eff.) Disarm Resist +28% Massive two-handed mauls. |
dwarven-steel greatmaul of massacre (50-76 power, 2 apr) dwarven-steel greatmaul of massacre (50-76 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego] Master Weapon Damage 50.5 - 75.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% Massive two-handed mauls. |
acidic iron greatsword (18-30 power, 1 apr) acidic iron greatsword (18-30 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Arcane Weapon Damage 18.5 - 29.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 Massive two-handed swords. |
iron greatsword (17-27 power, 1 apr) iron greatsword (17-27 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 17.0 - 27.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
iron greatsword (19-30 power, 1 apr) iron greatsword (19-30 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 19.0 - 30.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
steel greatsword 'Arelaith' (26-42 power, 2 apr) steel greatsword 'Arelaith' (26-42 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Nature/Master Weapon Damage 26.0 - 41.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +9 nature While equipped: offense ------ Ignore resists +9% physical Accuracy +18 (+5 eff.) Ignore Armor +9 On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +9 (+3 eff.) Resistance +6% acid +3% fire Spell save +9 (+9 eff.) Disarm Resist +29% Massive two-handed swords. |
dwarven-steel greatsword (38-60 power, 2 apr) dwarven-steel greatsword (38-60 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Normal] Weapon Damage 37.5 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Massive two-handed swords. |
Ce'Nunor the iron longsword (13-18 power, 2 apr) Ce'Nunor the iron longsword (13-18 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Arcane Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +6 light Damage Against +8% Undead While equipped: Stats +2 Mag offense ------ Spell Crit +4% defense ------ Mind save +9 (+9 eff.) other ------- Hate-on-crit +1.00 Max hate +6.00 Sharp, long, and deadly. |
iron longsword 'Quenchvault' (12-17 power, 2 apr) iron longsword 'Quenchvault' (12-17 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Nature Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +5 nature On-Hit, radius 1 +8 lightning While equipped: Stats +1 Mag +1 Wil +2 Cun offense ------ Damage +12% cold Ignore resists +15% cold Sharp, long, and deadly. |
balanced dwarven-steel longsword of paradox (21-29 power, 4 apr) balanced dwarven-steel longsword of paradox (21-29 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +8 temporal While equipped: offense ------ Accuracy +8 (+3 eff.) defense ------ Defense +5 (+2 eff.) Resistance +10% temporal Disarm Resist +20% Sharp, long, and deadly. |
Xerumira (13-18 power, 3 apr) Xerumira (13-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +9 cold +7 mind On Hit: * 10% chance to reduce strength, dexterity, and constitution by 10 * 16% chance to reduce all saves and defense by 17 On Critical: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Cun +1 Wil offense ------ Physical Crit +7.0% Physical Power +5 (+2 eff.) Damage +3% blight On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce strength, dexterity, and constitution by 10 One-handed war axes. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Icestrider (25-32 power, 7 apr) Icestrider (25-32 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 10% chance to slow global speed by 43% While equipped: offense ------ Damage +9% cold On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +6% acid +6% nature +12% lightning Sharp, short and deadly. |
nature's vined mindstar (4-5 power, 18 apr, nature damage) nature's vined mindstar (4-5 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +3% nature defense ------ Resistance +3% blight Disease Resist +11% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Galimaregofang the linen robe (0 def, 0 armour) Galimaregofang the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +5 Wil offense ------ On-Hit (Melee): * 10% chance to reduce armor by 20% defense ------ Resistance +9% darkness +7% all Physical save +9 (+4 eff.) Healmod +10% Cut Resist +10% Pinning Resist +10% other ------- Mana/turn +0.11 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of life (0 def, 0 armour) focusing woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Mag +5 Wil defense ------ Resistance +5% blight +9% all Life +52.00 Life Regen +2.00 Healmod +14% other ------- Mana/turn +0.12 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Lavabore' (0 def, 0 armour) woollen robe 'Lavabore' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +3 Cun offense ------ Physical Crit +4.0% Critical power +13.00% Damage +12% acid +3% physical +14% nature Ignore resists +15% physical defense ------ Resistance +18% acid +2% physical +18% fire +21% nature +9% all other ------- Hate-on-crit +3.00 Psi-on-crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ulfochak (3 def, 2 armour) Ulfochak (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Nature While equipped: Stats +1 Str defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +3% fire Life +32.00 Life Regen +4.00 Healmod +10% Silence Resist +20% A suit of armour made of leather. |
rejuvenating rough leather armour of fire resistance (3 def, 2 armour) rejuvenating rough leather armour of fire resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Nature/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +16% fire Life Regen +2.20 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
troll-hide cured leather armour (6 def, 4 armour) troll-hide cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Life +30.00 Life Regen +3.40 Healmod +11% A suit of armour made of leather. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Shockenvy the rough leather belt Shockenvy the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +6 Cun +2 Wil offense ------ Physical Power +2 (+1 eff.) defense ------ Resistance +6% lightning Crit Resistance 15.00% Spell save +6 (+6 eff.) other ------- Size +1 A belt that goes around your waist. |
resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +1 Dex defense ------ Defense +1 (+1 eff.) Life +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+2 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of hardened leather boots 'Blacksever' (0 def, 3 armour) pair of hardened leather boots 'Blacksever' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Str +3 Dex +6 Mag +3 Cun offense ------ Damage +9% lightning When Hit 2 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 15% defense ------ Armor +3 Crit Resistance 15.00% Disengage: Puts all charms on 13 turn cooldown Effective talent level: 3.0 Power cost 13 out of 15/15. Range 7 Cooldown: 10 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 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Veluriawen the pair of iron boots (0 def, 3 armour) Veluriawen the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +4 (+1 eff.) Accuracy +15 (+4 eff.) Ignore Armor +4 defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +12% fire +3% acid other ------- Stamina/turn +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of iron boots of tirelessness (0 def, 3 armour) scholar's pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +3 (+3 eff.) defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.30 Max stamina +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Salikira (0 def, 2 armour) Salikira (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +2 Mag +4 Cun offense ------ Critical power +5.00% Physical Power +7 (+2 eff.) Ignore resists +10% mind Accuracy +6 (+2 eff.) defense ------ Armor +2 Resistance +7% light +6% darkness Physical save +6 (+3 eff.) Mind save +7 (+7 eff.) Disarm Resist +22% other ------- Psi when Hit +0.04 Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 turn cooldown Effective talent level: 1.0 Power cost 17 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 34.43 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral iron gauntlets of strength (+3) (0 def, 1 armour) umbral iron gauntlets of strength (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) On-Hit 6 darkness Damage +4% darkness defense ------ Armor +1 Fatigue +1% Resistance +6% darkness 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. |
dwarven-steel gauntlets 'Blackstrider' (0 def, 2 armour) dwarven-steel gauntlets 'Blackstrider' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Nature While equipped: Stats +2 Str +4 Mag +4 Wil offense ------ Physical Power +10 (+3 eff.) Spellpower +6 (+4 eff.) On-Hit 5 blight 5 cold 7 arcane Damage +5% blight +5% cold +4% arcane defense ------ Armor +2 Fatigue +3% Resistance +6% blight +7% cold +6% arcane +3% darkness Physical save +3 (+1 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. |
linen wizard hat 'Amimadig' (1 def, 0 armour) linen wizard hat 'Amimadig' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Mag +3 Wil +1 Con offense ------ Damage +9% blight defense ------ Defense +1 (+1 eff.) Resistance +6% blight Physical save +6 (+3 eff.) Mind save +6 (+6 eff.) other ------- Infravision +1 A pointy cloth hat, very wizardly... |
linen wizard hat 'Fuledir' (1 def, 0 armour) linen wizard hat 'Fuledir' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +2 Mag offense ------ Mind Crit +2% Critical power +5.00% Ignore resists +15% mind defense ------ Defense +1 (+1 eff.) Spell save +5 (+5 eff.) other ------- Psi when Hit +0.04 Hate-on-crit +2.00 A pointy cloth hat, very wizardly... |
Hygund (1 def, 0 armour) Hygund (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +2 Mag +2 Con offense ------ Damage +6% arcane Ignore resists +5% acid defense ------ Defense +1 (+1 eff.) Resistance +18% acid +3% mind +6% darkness Life Regen +2.00 Arcane Eye: (Instant) Puts all charms on 9 turn cooldown Effective talent level: 5.0 Power cost 9 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Urayon the Ashwilder (0 def, 3 armour) Urayon the Ashwilder (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Con offense ------ When Hit 4 fire defense ------ Armor +3 Fatigue +1% Resistance +6% fire +2% physical +6% cold Physical save +6 (+3 eff.) other ------- Max stamina +10.00 A cap made of leather. |
hardened leather cap of knowledge (0 def, 3 armour) hardened leather cap of knowledge (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +3 Fatigue +3% A cap made of leather. |
Xaldabeth the iron helm (0 def, 3 armour) Xaldabeth the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Wil +2 Con offense ------ Mind Crit +2% Ignore resists +5% mind defense ------ Armor +3 Fatigue +5% Mind save +9 (+9 eff.) other ------- Hate-on-crit +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate 5 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 Encumbrance 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. |
onyx onyx0.0 Encumbrance 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. |
2 garnet 2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
45 alchemist agate 45 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(54 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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 'Camutar' brass lantern 'Camutar'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Cun offense ------ Damage +6% mind other ------- Mana-on-crit +2.00 Hate-on-crit +2.00 Max vim +10.00 Light +6 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 of health brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +40.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright alchemist's lamp of health bright alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature/Master While equipped: defense ------ Life +48.00 other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
iron pickaxe (dig speed 36 turns) iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 40 turns) iron pickaxe of endurance (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
supercharged iron torque of clear mind [power 1] (28 cooldown) supercharged iron torque of clear mind [power 1] (28 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 28 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
By DEMON GHOUL THING the Ghoul Doombringer level 9
33rd Dusk 122nd year of Ascendancy at 17:45 see stats
By DEMON GHOUL THING the Ghoul Doombringer level 10
39th Dusk 122nd year of Ascendancy at 17:54 see stats
By DEMON GHOUL THING the Ghoul Doombringer level 20
22nd Haze 122nd year of Ascendancy at 14:06 see stats
By DEMON GHOUL THING the Ghoul Doombringer level 16
64th Dusk 122nd year of Ascendancy at 16:03 see stats
By DEMON GHOUL THING the Ghoul Doombringer level 20
25th Haze 122nd year of Ascendancy at 13:18 see stats
By DEMON GHOUL THING the Ghoul Doombringer level 9
28th Dusk 122nd year of Ascendancy at 10:31 see stats
By DEMON GHOUL THING the Ghoul Doombringer level 17
70th Dusk 122nd year of Ascendancy at 04:32 see stats
By DEMON GHOUL THING the Ghoul Doombringer level 15
62nd Dusk 122nd year of Ascendancy at 07:55 see stats
By DEMON GHOUL THING the Ghoul Doombringer level 21
29th Haze 122nd year of Ascendancy at 04:56 see stats
Log
Talent Incinerating Blows is ready to use.
Talent Ghoulish Leap is ready to use.
Talent Rune: Shielding is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Rune: Shielding is ready to use.
Talent Share the Pain is ready to use.
Rested for 16 turns (stop reason: dialog is displayed).
Saving done.
DEMON GHOUL THING activates Share the Pain.
Resting starts...
Talent Rush is ready to use.
Talent Wraithform is ready to use.
Talent Precise Strikes is ready to use.
Rested for 7 turns (stop reason: dialog is displayed).
DEMON GHOUL THING activates Precise Strikes.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting character).
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!