







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:
Items Vault 1.7.6Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 | Skeleton |
| Class | Brawler |
| Level / Exp | 19 / 16% |
| Size | big |
| Lifes / Deaths | Killed by Bandit Leader Islelrana at level 19 on the 31st Haze 122nd year of Ascendancy at 20:10 / 1 |
Primary Stats
| Strength | 58 (base 22) |
| Dexterity | 76 (base 45) |
| Constitution | 32 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 48 (base 26) |
Resources
| Life | -95/616 |
| Stamina | 57/214 |
| Healing Factor | 1.1724420161895 |
| Regeneration | 8.5002046173741 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Invisible | 3 |
Offense: Barehand
| Damage | 74 |
| Accuracy | 50 |
| Crit Chance | 29% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Light | +6% |
| Temporal | +6% |
| Lightning | +15% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Physical | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 21 (44.574340358689%) |
| Defense | 56 |
| Ranged Defense | 59 |
| Fatigue | 1.1710401681608 |
| Physical Save | 35 |
| Spell Save | 16 |
| Mental Save | 25 |
Defense: Resistances
| Lightning | + 41%( 70%) |
| Acid | + 24%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 3%( 70%) |
| Mind | + 12%( 70%) |
| Physical | + 5%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Stun Resistance | 21% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 20% |
| Poison Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 342 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 68 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 98 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 Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Pugilism | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed skeleton mage skull. | active |
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 | dreamer's pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +4 Cun +2 Wil ----- def ----- Armour +4 Fatigue +3% Phys.save +6 (+3 eff.) Spell.save +5 (+4 eff.) Mind.save +7 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | dwarven-steel gauntlets 'Squalorsin' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +3 Dex +3 Cun dps ---------- Melee+ 7 mind 10 lightning Dmg.mod +3% lightning +6% temporal +5% mind Res.pen +10% nature ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning +3% temporal +6% mind Phys.save +8 (+4 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 123% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +4 Apr +9 Crit +14.0% Atk.spd 100% On Crit.r2 +5 mind +7 lightning On Hit: 20% Psychic Lobotomy 3 On Hit: 10% Lightning Breath 3 On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | warlord's rough leather cap of trickery (0 def, 1 armour)2.0 T1 head armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Dex +3 Wil +3 Cun dps ---------- Phys.pwr +7 (+1 eff.) Apr +4 ----- def ----- Armour +1 Fatigue +1% Resists +5% physical Phys.save +5 (+3 eff.) A cap made of leather. |
| Tool | Zubudawen the Starrain [power 9] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +3 Str +1 Dex +4 Cun +3 Con ----- def ----- Resists +3% light +3% mind Reveal the area around you, dispelling darkness (radius 9, power 37 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Chaledin the Morningmalice0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +1 Wil +3 Cun dps ---------- Dmg.mod +12% lightning +6% light +12% acid ----- def ----- Armour +8 Resists +24% lightning +24% acid ---------- misc See.Invis +3 Rings make your fingers look great! |
| On fingers | Fogsting0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag +1 Con dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+3 eff.) Res.pen +5% darkness ----- def ----- HP.reg +2.00 Disarm- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +2 Rings make your fingers look great! |
| Around neck | copper amulet 'Halyrek'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun +3 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Resists +11% lightning Stun/Frz- +21% ---------- misc Infravis +1 Amulets make your neck look great! |
| Main armor | Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Light source | Lisikira the Lightningwild2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +3% mind +6% fire Max.HP +20.00 Teleport- +20% ---------- 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. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around waist | Gywe the Lightonslaught1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +1 Con +5 Lck dps ---------- Phys.crit +2.0% Res.pen +10% physical ----- def ----- Defense +15 (+5 eff.) Resists +9% light Stealth +6 Die.at -40.00 life ---------- misc T.Disarm +9 Infravis +4 A belt that goes around your waist. |
Inventory
acid wave rune (damage 38; dur 4; cd 23)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 38.08 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the warrior (damage 160; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 159.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the wizard (power 10; resist 16%; move 32%; dur 5; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 16% all resistance, you move 32% faster, and you are invisible (power 10). 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. |
shatter afflictions rune of the duelist (absorb 99; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 99 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 50; dur 4; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 194; dur 3; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 194 damage for 3 turns. 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. |
Cuthirafast the Blastrot0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% fire Res.pen +5% lightning On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Resists +3% lightning +20% fire +6% darkness Rings make your fingers look great! |
conjurer's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +7 (+3 eff.) Rings make your fingers look great! |
gold ring of luminosity0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 12 light Ranged+ 24 light Dmg.mod +13% light Rings make your fingers look great! |
warrior's gold ring of light (+26%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +13% light ----- def ----- Armour +8 Resists +26% light Rings make your fingers look great! |
Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
elemental steel dagger (105% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane Power 106% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 34 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +9% fire Res.pen +10% fire Sharp, short and deadly. |
flaming steel dagger of corruption (107% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane Power 107% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +5 fire On Hit: 20% Curse of Defenselessness 2 Sharp, short and deadly. |
flaming steel dagger of massacre (113% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 113% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +8 fire Sharp, short and deadly. |
hateful steel dagger of massacre (116% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master/Psionic Power 116% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 darkness Against +5% Living Sharp, short and deadly. |
stormbringer's steel dagger (107% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature Power 107% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +5 lightning +7 cold While equipped: dps ---------- Mov.spd +25% Res.pen +5% lightning +5% cold Sharp, short and deadly. |
thought-forged steel dagger (104% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Psionic Power 105% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 mind On Hit: * 12% chance to reduce all saves and defense by 20 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
truestriking iron dagger (102% power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Master Power 102% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +7 (+2 eff.) Apr +6 Sharp, short and deadly. |
warbringer's steel dagger of projection (101% power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Master/Psionic Power 101% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +5% physical ----- def ----- Disarm- +13% Sharp, short and deadly. |
balanced steel greatsword (127% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 127% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +36% Massive two-handed swords. |
balanced steel greatsword (125% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 126% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +28% Massive two-handed swords. |
Sleetbright the ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +12 cold On Crit.r2 +8 cold While equipped: Stats +3 Con dps ---------- Dmg.mod +9% mind +18% cold Melee Ret 2 mind ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 122 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
ash longbow of cold4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +11 cold While equipped: dps ---------- Dmg.mod +15% cold Longbows are used to shoot arrows at your foes. |
mighty ash longbow of lightning4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +14 lightning While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +12% lightning Longbows are used to shoot arrows at your foes. |
Amuravon the iron longsword (114% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 114% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +12 acid While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +6% darkness +9% cold Heal.mod +10% Disarm- +20% Sharp, long, and deadly. |
Islith (109% power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Nature/Master/Psionic Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 darkness Against +7% Living On Crit.r2 +5 acid +15 nature On Hit: * 20 arcane resource burn While equipped: dps ---------- Res.pen +12% acid +9% nature Acc +7 (+2 eff.) Apr +9 On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +8 (+3 eff.) Resists +6% blight Disarm- +25% Sharp, long, and deadly. |
arcing steel longsword of vileness (109% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 13 * 25% chance for lightning to strike from the target to a second target dealing 34 damage Sharp, long, and deadly. |
balanced steel longsword (112% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 112% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +20% Sharp, long, and deadly. |
steel longsword (112% power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 112% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
steel longsword of erosion (111% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 nature Sharp, long, and deadly. |
warbringer's dwarven-steel longsword of shearing (129% power, 4 apr)3.0 T3 longsword 1H weapon [Ego++] Master Power 130% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +6 (+1 eff.) Res.pen +7% physical +6% all Acc +8 (+2 eff.) Apr +7 ----- def ----- Disarm- +12% Sharp, long, and deadly. |
steel mace of phasing (114% power, 10 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 114% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +1.0% Atk.spd 100% Phasing +12% Blunt and deadly. |
Bearuiran4.0 T1 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +2 Str +1 Wil dps ---------- Phys.pwr +6 (+1 eff.) On Hit (Ranged): * 20 arcane resource burn ----- def ----- Armour +2 Resists +3% lightning +3% mind HP.reg +4.00 ---------- misc Hate/m.crit +3.00 Slings are used to hurl stones or metal shots at your foes. |
blazebringer's hardened leather sling of enduring4.0 T3 sling 1H weapon Reqs Shoot [Ego++] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +5 fire While equipped: Stats +6 Con +6 Wil dps ---------- All.spd +4% Res.pen +5% fire ----- def ----- Max.HP +17.00 Slings are used to hurl stones or metal shots at your foes. |
mighty cured leather sling of cold4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 cold While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +9% cold Slings are used to hurl stones or metal shots at your foes. |
mighty cured leather sling of cold4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 cold While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +11% cold Slings are used to hurl stones or metal shots at your foes. |
Willownull (111% power, 3 apr, lightning element)5.0 T2 staff 1H weapon Reqs Mag 16 [Random Unique] Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +12.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% lightning +6% acid On Hit (Melee): * 20% chance to reduce armor by 23% ----- def ----- Defense +5 (+2 eff.) Resists +3% nature ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 50.73 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of fate (111% power, 3 apr, blight element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+3 eff.) Dmg.mod +15% blight ----- def ----- Phys.save +6 (+3 eff.) Spell.save +5 (+4 eff.) Mind.save +7 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blighted ash magestaff (111% power, 3 apr, cold element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+4 eff.) Dmg.mod +15% cold ---------- misc Vim/s.crit +2.00 Max.vim +13.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Ce'Nebeth (101% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Disrupt Power 101% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +8 acid While equipped: Stats +4 Str +3 Dex +2 Cun dps ---------- Melee Ret 6 acid ----- def ----- Resists +20% acid +8% lightning +8% cold +8% fire +3% all Spell.save +6 (+5 eff.) One-handed war axes. |
arcing steel waraxe (105% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 34 damage One-handed war axes. |
steel waraxe (102% power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 102% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
murderer's linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +3 (+1 eff.) Apr +3 ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
scholar's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glanne the Brightmalice (0 def, 5 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +3% nature +3% light ----- def ----- Armour +5 Fatigue +1% Resists +6% nature Blind- +10% Unarmed combat: Power 102% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% On Crit.r2 +6 nature On Hit: 10% Venomous Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 Unarmed combat: Power 117% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
bladed rough leather cap of might (0 def, 1 armour)2.0 T1 head armor [Ego++] Master While equipped: Stats +6 Str +2 Con dps ---------- Phys.pwr +3 (+0 eff.) ----- 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 164.3 Physical damage. If the attack hits, the target is confused (43% 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. |
grounding iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
enlightening steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Mind.save +11 (+5 eff.) A suit of armour made of mail. |
enlightening steel mail armour of the deep (2 def, 7 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +7 Defense +2 (+1 eff.) Fatigue +12% Resists +7% acid +6% cold Mind.save +10 (+5 eff.) ---------- misc Breathe water A suit of armour made of mail. |
radiant dwarven-steel mail armour of implacability (3 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +13 Defense +3 (+1 eff.) Fatigue +7% Resists +15% blight +12% darkness Phys.save +7 (+4 eff.) ---------- misc Light +1 A suit of armour made of mail. |
steel mail armour of implacability (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +7% Phys.save +6 (+3 eff.) A suit of armour made of mail. |
Barymasus the cured leather armour (6 def, 6 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +9% physical Phasing +10% Melee Ret 2 blight ----- def ----- Armour +6 Defense +6 (+2 eff.) Fatigue +7% Resists +7% acid +12% darkness +11% blight +7% cold +18% fire ---------- misc Stam/turn +1.00 Light +1 Breathe water A suit of armour made of leather. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 27.37 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Xeryriawen the Frigidbone (6 def, 5 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +18% acid Res.pen +10% cold ----- def ----- Armour +5 Defense +6 (+2 eff.) Fatigue +7% Resists +18% lightning +22% cold +7% acid ---------- misc Breathe water A suit of armour made of leather. |
cured leather armour of the deep (6 def, 6 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +6 (+2 eff.) Fatigue +7% Resists +5% acid +5% cold ---------- misc Breathe water A suit of armour made of leather. |
enlightening cured leather armour of the deep (6 def, 6 armour)9.0 T2 light armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +6 Defense +6 (+2 eff.) Fatigue +7% Resists +7% acid +6% cold Mind.save +10 (+5 eff.) ---------- misc Breathe water A suit of armour made of leather. |
prismatic cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +15% fire +11% light +10% darkness A suit of armour made of leather. |
radiant hardened leather armour of resilience (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +16% blight +11% darkness Max.HP +34.00 ---------- misc Light +1 A suit of armour made of leather. |
rejuvenating cured leather armour of stability (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +6% physical Phys.save +10 (+5 eff.) HP.reg +3.20 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
troll-hide cured leather armour of stability (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +6% physical Phys.save +11 (+5 eff.) Max.HP +32.00 HP.reg +4.90 Heal.mod +13% A suit of armour made of leather. |
cleansing steel plate armour of cold resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +12% blight +16% cold +12% nature A suit of armour made of metal plates. |
dwarven-steel shield (0 def, 6 armour, 80 block)7.0 T3 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
exposing steel shield of lightning resistance (+18%) (0 def, 4 armour, 41.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On Hit (Melee): * 7% chance to reduce all saves and defense by 20 On Melee Ret: * 15% chance to reduce all saves and defense by 20 ----- def ----- Armour +4 Fatigue +8% Resists +18% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
icy dwarven-steel shield of acid resistance (+17%) (0 def, 6 armour, 86 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 10 cold Melee Ret 11 ice ----- def ----- Armour +6 Fatigue +8% Resists +17% acid ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced steel shield of resilience (0 def, 8 armour, 71 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +8 Fatigue +8% Max.HP +49.00 ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 43 block)7.0 T2 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling stralite shield of winter (0 def, 8 armour, 142.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Wil dps ---------- On shield block: * Deals 102 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% Resists +12% physical +14% cold Shield.near.proj +35 Proj.slow +15% ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of ash arrows 'Dourfiend' (17/17, 125% power, 7 apr)3.0 T2 arrow ammo [Rare] Psionic Power 125% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Rld cld 6 Ranged+ +34 mind +16 darkness On Crit.r2 +8 darkness +8 lightning On Hit: * 21% chance to reduce all saves and defense by 20 Arrows are used with bows to pierce your foes to death. |
8 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. |
273 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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. |
Layaba the Shimmerwilder (17/17, 122% power, 2 apr)3.0 T2 shot ammo [Rare] Disrupt Power 122% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Ranged+ +20 lightning On Hit.r1 +16 mind On Crit.r2 +20 nature +12 lightning On Hit: * 13 arcane resource burn Shots are used with slings to pummel your foes to death. |
Shimmerradiance (14/17, 127% power, 2 apr)3.0 T2 shot ammo [Random Unique] Arcane/Master Power 127% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +9.5% Capacity 17 Rld cld 5 Phasing +30% Ranged+ +8 blight +9 cold +4 arcane On Hit.r1 +4 lightning On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
pouch of steel shots of crippling (16/16, 121% power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +12.5% Capacity 16 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
tundral pouch of steel shots of erosion (19/21, 122% power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Ranged+ +8 nature +8 cold On Crit.r2 +7 cold Shots are used with slings to pummel your foes to death. |
steel torque of mindblast [power 155] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 163 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 150] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 158 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin 'Nightquill' [power 27] (20 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +6% fire Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Zamas the ash wand of clairvoyance [power 10] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +6 Cun +1 Wil dps ---------- On Hit (Melee): * 20% chance to reduce armor by 23% ----- def ----- Resists +6% acid Crit.chn- 10.00% Reveal the area around you, dispelling darkness (radius 10, power 38 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
6 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. |
9 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By BrawlerSkele the Skeleton Brawler level 10
2nd Flare 122nd year of Ascendancy at 22:15 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By BrawlerSkele the Skeleton Brawler level 14
6th Dusk 122nd year of Ascendancy at 02:06 see stats
Log
The shield around BrawlerSkele crumbles.
Bandit Leader Islelrana is not stunned anymore.
BrawlerSkele uses Bone Armour.
A shield forms around BrawlerSkele.
Bandit Leader Islelrana throws two quick punches.
Bandit Leader Islelrana performs a melee critical strike against BrawlerSkele!
Bandit Leader Islelrana performs a melee critical strike against BrawlerSkele!
Your shield crumbles under the damage!
The shield around BrawlerSkele crumbles.
BrawlerSkele resists the vile poison!
BrawlerSkele deflects the projectile from Bandit Leader Islelrana to the southwest!
Melee retaliation hits Bandit Leader Islelrana for (9 flat reduction), 0 fire, (9 flat reduction), 0 fire (0 total damage).
Bandit Leader Islelrana hits BrawlerSkele for (24 flat reduction), (255 absorbed), 0 physical, (6 flat reduction), 0 acid, (4 flat reduction), 0 acid, (24 flat reduction), (146 absorbed), 35 physical, (6 flat reduction), 0 acid, (4 flat reduction), 0 acid (35 total damage).
BrawlerSkele is no longer evading attacks.
BrawlerSkele slows down.
Talent Double Strike is ready to use.
Melee retaliation hits Bandit Leader Islelrana for (9 flat reduction), 0 fire (0 total damage).
Bandit Leader Islelrana's Quickdraw Knife hits BrawlerSkele for (24 flat reduction), 119 physical, (6 flat reduction), 0 acid (119 total damage).
BrawlerSkele throws a concussive punch.
BrawlerSkele is too disconnected from Nature to use Lightning Breath.
BrawlerSkele hits Rogue for 69 physical damage.
BrawlerSkele hits Something for 69 physical damage.
BrawlerSkele hits Bandit Leader Islelrana for (13 flat reduction), 123 physical, (9 flat reduction), 0 lightning, (7 flat reduction), 0 mind, (13 flat reduction), 50 physical (173 total damage).
Bandit Leader Islelrana raises their leg and snaps it downward in a devastating axe kick.
BrawlerSkele's brain isn't quite working right!
Melee retaliation hits Bandit Leader Islelrana for (9 flat reduction), 0 fire (0 total damage).
Bandit Leader Islelrana hits BrawlerSkele for (24 flat reduction), 287 physical (287 total damage).
BrawlerSkele the level 19 skeleton brawler was pierced to death by Bandit Leader Islelrana on level 1 of bandit fortress.





















































































































