










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 18 / 63% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 18 on the 24th Dusk 122nd year of Ascendancy at 08:14 / 2Killed by Glorenor the blue jelly at level 18 on the 24th Dusk 122nd year of Ascendancy at 14:44 |
Primary Stats
| Strength | 71 (base 35) |
| Dexterity | 71 (base 46) |
| Constitution | 17 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 21 (base 12) |
Resources
| Life | -229/443 |
| Mana | 0/257 |
| Stamina | 16/218 |
| Healing Factor | 1.062941519274 |
| Regeneration | 1.3286768990925 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 51 |
| Crit Chance | 5% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +9% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 16 (38.594633868923%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 13 |
| Mental Save | 20 |
Defense: Resistances
| Cold | + 15%( 70%) |
| Nature | 0%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 6%( 70%) |
| Blight | 0%( 70%) |
| Physical | + 1%( 70%) |
| Fire | + 33%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 26% |
| Bleed Resistance | 100% |
| Disarm Resistance | 24% |
| Fear Resistance | 100% |
| Stun Resistance | 21% |
| Poison Resistance | 100% |
| Knockback Resistance | 86% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 189 damage for 4 turns. Its effects scale with your Willpower stat. |
| 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: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Strength 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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 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 | pair of rough leather boots 'Getimahad' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex +2 Cun +3 Con offense ------ Critical power +15.00% Physical Power +15 (+3 eff.) Ignore resists +5% physical defense ------ Armor +1 Resistance +1% physical Physical save +11 (+5 eff.) Mind save +10 (+5 eff.) other ------- Max stamina +10.00 A pair of boots made of leather. |
| Quiver | Frozenzeal (18/18, 120% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Random Unique] Arcane/Nature/Psionic Weapon Damage 121% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 18 Projectile Speed +200% On-ranged-hit +27 physical +11 cold On-Hit, radius 1 +8 cold On Hit: * 20% chance to knock the target back 3 spaces and deal 73 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 174 physical damage While equipped: other ------- Reload +1 Arrows are used with bows to pierce your foes to death. |
| Light source | Golrassra2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Accuracy +10 (+3 eff.) defense ------ Unlife -80.00 life other ------- Max mana +40.00 Max stamina +30.00 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. |
| On head | rough leather cap 'Filthblight' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex +3 Mag +3 Con offense ------ Damage +3% nature On-Hit (Melee): * 20% chance to reduce damage dealt by 13% defense ------ Armor +1 Fatigue +1% A cap made of leather. |
| Tool | Zigorn [power 100] (9/25 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +2 Dex +1 Con offense ------ Ignore Armor +1 defense ------ Defense +15 (+5 eff.) Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 100 Armor: 4 All Resist: 0 Puts all charms on 25 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Bilerend'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str offense ------ On-Hit (Melee): * 10% chance to slow global speed by 40% defense ------ Armor +6 Resistance +3% light Disease Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
| On fingers | Morbusnail the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +6% nature +11% fire defense ------ Resistance +22% fire +6% temporal +3% cold Spell save +3 (+3 eff.) Life +20.00 Life Regen +1.00 Disarm Resist +24% Pinning Resist +26% Stun Resist +21% Knockbk Resist +26% Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Torindil the elm longbow4.0 Encumbrance T1 longbow 2H weapon [Rare] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 Projectile Speed +200% While equipped: Stats +5 Str offense ------ Physical Power +11 (+2 eff.) Ignore resists +10% mind Ignore Armor +1 defense ------ Physical save +3 (+2 eff.) other ------- Max stamina +20.00 Longbows are used to shoot arrows at your foes. |
| On hands | brawler's hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +3 Str +2 Dex +3 Cun defense ------ Armor +2 Physical save +7 (+4 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | rough leather armour of the hero (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +3 Str +3 Dex +4 Mag +3 Wil +4 Cun defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Life +30.00 A suit of armour made of leather. |
| Cloak | Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | insulating copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +11% fire +12% cold Amulets make your neck look great! |
Inventory
wild infusion of the wizard (res 18%; mental; dur 4; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the psychic (range 3; phase 12; cd 16)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 3 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 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the duelist (damage 247; dur 4; cd 23)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 247.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the sneak (damage 79; dur 4; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 79.20 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 Cunning 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 91; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: 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 91 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. |
shatter afflictions rune of the sneak (absorb 45; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: 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 45 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. |
shielding rune (absorb 77; dur 3; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 77 damage for 3 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 161; dur 3; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 161 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. |
shielding rune of the sneak (absorb 179; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 179 damage for 4 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. |
teleportation rune of the duelist (range 104; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 104 with a minimum range of 15. 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. |
teleportation rune of the sneak (range 41; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 41 with a minimum range of 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. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Relgulekan the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Dex +3 Con offense ------ When Hit 4 physical On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +15% mind Physical save +7 (+4 eff.) Life +35.00 Life Regen +2.00 Confus Resist +24% other ------- Masteries +0.14 Technique/Combat training Amulets make your neck look great! |
steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
Saledheth the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun +1 Dex defense ------ Resistance +6% nature +15% blight Poison Resist +10% Disease Resist +12% other ------- Infravision +1 Rings make your fingers look great! |
psionicist's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+2 eff.) Rings make your fingers look great! |
titan's steel ring of corrosion (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +11% acid defense ------ Resistance +22% acid Physical save +4 (+2 eff.) Rings make your fingers look great! |
titan's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Life +24.00 Disarm Resist +24% Pinning Resist +28% Knockbk Resist +22% Rings make your fingers look great! |
cruel ash vilestaff of illumination (111% power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego] Nature/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Critical power +12.00% Spellpower +6 (+3 eff.) Damage +15% darkness defense ------ Defense +6 (+2 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 1.0 Power 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 46.87 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. |
balanced steel battleaxe (125% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Master Weapon Damage 125% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +7 (+3 eff.) Disarm Resist +34% Massive two-handed battleaxes. |
hateful steel battleaxe of erosion (122% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Nature/Psionic Weapon Damage 122% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 darkness +9 nature Damage Against +10% Living Massive two-handed battleaxes. |
hateful steel battleaxe of massacre (134% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Master/Psionic Weapon Damage 134% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +9 darkness Damage Against +7% Living Massive two-handed battleaxes. |
Zaran (152% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Rare] Master Weapon Damage 152% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: offense ------ Physical Power +10 (+2 eff.) defense ------ Armor +4 Resistance +9% blight Spell save +9 (+8 eff.) other ------- Stamina/turn +3.00 Massive two-handed battleaxes. |
balanced steel greatmaul (135% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Master Weapon Damage 136% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +9 (+3 eff.) Disarm Resist +35% Massive two-handed mauls. |
steel greatmaul (132% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Normal] Weapon Damage 132% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% Massive two-handed mauls. |
iron greatsword of evisceration (113% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego+] Master Weapon Damage 113% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Crit: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +9.0% Physical Power +10 (+2 eff.) Massive two-handed swords. |
hateful steel greatsword of massacre (132% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master/Psionic Weapon Damage 133% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +7 darkness Damage Against +10% Living Massive two-handed swords. |
hateful dwarven-steel greatsword of erosion (144% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego] Nature/Psionic Weapon Damage 144% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +7 darkness +7 nature Damage Against +7% Living Massive two-handed swords. |
flaming steel longsword of daylight (111% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane Weapon Damage 111% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 light Damage Against +11% Undead On-Hit, radius 1 +8 fire Sharp, long, and deadly. |
slime-covered steel longsword of erosion (113% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Nature/Disrupt Weapon Damage 113% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 nature On Hit: * 8% chance to slow global speed by 40% Sharp, long, and deadly. |
steel mace (112% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Normal] Weapon Damage 112% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Blunt and deadly. |
acidic steel waraxe of paradox (103% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 temporal On Crit: * Splash the target with acid dealing 52 damage over 5 turns and reducing armor and accuracy by 7 While equipped: defense ------ Resistance +6% temporal One-handed war axes. |
steel waraxe (110% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Normal] Weapon Damage 110% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
steel waraxe (107% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Normal] Weapon Damage 107% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
Deepscut the dwarven-steel waraxe (125% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Master Weapon Damage 126% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Crit: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Cun offense ------ Physical Crit +8.0% Physical Power +11 (+2 eff.) When Hit 6 darkness defense ------ Armor +2 Resistance +9% blight +5% arcane Disease Resist +10% One-handed war axes. |
dwarven-steel waraxe of daylight (120% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego] Arcane Weapon Damage 121% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +5 light Damage Against +13% Undead One-handed war axes. |
steel dagger of massacre (120% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Master Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
acidic dwarven-steel dagger of massacre (131% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 131% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Crit: * Splash the target with acid dealing 52 damage over 5 turns and reducing armor and accuracy by 7 Sharp, short and deadly. |
dwarven-steel dagger 'Shimmerblack' (116% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Psionic Weapon Damage 116% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +4 lightning On-Hit, radius 1 +4 lightning 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: defense ------ Resistance +6% temporal +3% physical Spell save +6 (+6 eff.) Pinning Resist +20% Sharp, short and deadly. |
Eye of Summer (94% power, 18 apr, fire damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Nature requires balance in these matters. Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Fire Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Global Speed +5% Damage +10% fire Ignore resists +10% fire defense ------ Resistance -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
blooming vined mindstar (85% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature 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.) defense ------ Healmod +10% Heal-on-summon +10 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. |
creative vined mindstar of balance (87% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Weapon Damage 87% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature 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: Stats +3 Cun offense ------ Mind Crit +2% Critical power +7.00% Mindpower +4 (+2 eff.) defense ------ Physical save +3 (+2 eff.) Spell save +3 (+3 eff.) Mind save +3 (+2 eff.) other ------- Equi when Hit +0.60 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's vined mindstar of clarity (83% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Weapon Damage 84% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature 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 +4% nature defense ------ Resistance +4% blight Mind save +3 (+2 eff.) Disease Resist +10% other ------- Max psi +15.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative thorny mindstar of life (94% power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Cun offense ------ Mind Crit +3% Critical power +6.00% Mindpower +6 (+3 eff.) defense ------ Life +11.00 Life Regen +0.70 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. |
Aerutha the elm longbow4.0 Encumbrance T1 longbow 2H weapon [Rare] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 While equipped: offense ------ Physical Crit +3.0% Damage +9% mind Accuracy +9 (+3 eff.) defense ------ Resistance +6% blight Unlife -20.00 life Blind Resist +10% Longbows are used to shoot arrows at your foes. |
Hettogar4.0 Encumbrance T1 longbow 2H weapon [Rare] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 While equipped: Stats +3 Str +3 Dex +1 Mag +2 Wil +4 Cun offense ------ Physical Power +9 (+2 eff.) defense ------ Resistance +3% lightning other ------- Infravision +1 Longbows are used to shoot arrows at your foes. |
elm longbow4.0 Encumbrance T1 longbow 2H weapon [Normal] Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 Longbows are used to shoot arrows at your foes. |
ash longbow4.0 Encumbrance T2 longbow 2H weapon [Normal] Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 Longbows are used to shoot arrows at your foes. |
ash longbow of acid4.0 Encumbrance T2 longbow 2H weapon [Ego] Arcane Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +9 acid While equipped: offense ------ Damage +15% acid Longbows are used to shoot arrows at your foes. |
cured leather sling4.0 Encumbrance T2 sling 1H weapon [Normal] Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
steady cured leather sling of fire4.0 Encumbrance T2 sling 1H weapon [Ego] Arcane/Master Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +7 fire While equipped: offense ------ Physical Crit +2.0% Damage +11% fire Accuracy +5 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
quiver of elm arrows (18/18, 112% power, 5 apr)3.0 Encumbrance T1 arrow ammo [Normal] Weapon Damage 112% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 18 Arrows are used with bows to pierce your foes to death. |
acidic quiver of ash arrows of paradox (22/22, 125% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego] Arcane Weapon Damage 126% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 22 On-ranged-hit +17 temporal On Hit: * 8% chance to gain 10% of a turn (3/turn limit) On Crit: * Splash the target with acid dealing 52 damage over 5 turns and reducing armor and accuracy by 7 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Grinokhad' (14/14, 132% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Random Unique] Arcane/Nature/Master Weapon Damage 133% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.5% Capacity 14 On-ranged-hit +11 nature +20 blight On-crit, radius 2 +4 mind On Crit: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 52 damage over 5 turns and reducing armor and accuracy by 7 Arrows are used with bows to pierce your foes to death. |
Flowerpain (21/21, 140% power, 10 apr)3.0 Encumbrance T3 arrow ammo [Rare] Nature Weapon Damage 141% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 21 On-ranged-hit +35 cold On-Hit, radius 1 +12 light +20 nature +4 mind On-crit, radius 2 +11 cold On Hit: * 20% chance to slow global speed by 40% Arrows are used with bows to pierce your foes to death. |
high-capacity pouch of steel shots of wind (36/36, 121% power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Nature/Master Weapon Damage 122% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 36 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 174 physical damage While equipped: other ------- Reload +2 Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots (15/15, 140% power, 3 apr)3.0 Encumbrance T3 shot ammo [Normal] Weapon Damage 140% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 15 Shots are used with slings to pummel your foes to death. |
steel shield (0 def, 4 armour, 45 block)7.0 Encumbrance T2 shield armor [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
dwarven-steel shield 'Voidwrither' (0 def, 6 armour, 90 block)7.0 Encumbrance T3 shield armor [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Damage +3% acid +6% darkness defense ------ Armor +6 Fatigue +8% Resistance +3% nature +3% acid Life +47.00 other ------- Talents +1 Block Handheld deflection devices. |
dreamer's woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +11% darkness +10% mind +9% all Physical save +12 (+6 eff.) Spell save +10 (+8 eff.) Mind save +22 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: Stats +4 Mag +5 Wil defense ------ Resistance +9% all other ------- Mana/turn +0.15 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of corrosion (+16%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +11% acid defense ------ Resistance +16% acid +9% all other ------- Mana/turn +0.16 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Nature While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Life Regen +2.30 other ------- Stamina/turn +0.70 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
troll-hide rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Nature While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Life +31.00 Life Regen +3.00 Healmod +11% A suit of armour made of leather. |
cleansing cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Disrupt While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +11% nature +11% blight A suit of armour made of leather. |
cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Normal] While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
cured leather armour of fire resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +16% fire A suit of armour made of leather. |
cured leather armour of lightning resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +19% lightning A suit of armour made of leather. |
cured leather armour of the deep (6 def, 6 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +6 (+2 eff.) Fatigue +7% Resistance +5% acid +5% cold other ------- Breathe water A suit of armour made of leather. |
rejuvenating cured leather armour of cold resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +17% cold Life Regen +2.00 other ------- Stamina/turn +0.70 A suit of armour made of leather. |
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 +35.00 Life Regen +7.60 Healmod +10% A suit of armour made of leather. |
cleansing steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Disrupt While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +11% nature +10% blight A suit of armour made of mail. |
prismatic steel mail armour of clarity (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Arcane/Psionic While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% mind +11% light +12% darkness Mind save +11 (+6 eff.) A suit of armour made of mail. |
steel mail armour of lightning resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +18% lightning A suit of armour made of mail. |
steel mail armour of spell shielding (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Arcane While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% arcane Spell save +10 (+8 eff.) A suit of armour made of mail. |
steel plate armour 'Sparkrot' (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Rare] Master While equipped: offense ------ Ignore resists +10% lightning defense ------ Armor +9 Fatigue +22% Resistance +21% lightning +6% physical +12% light Physical save +11 (+5 eff.) A suit of armour made of metal plates. |
steel plate armour of Eyal (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Ego+] Nature While equipped: defense ------ Armor +9 Fatigue +22% Life +24.00 Life Regen +3.00 Healmod +11% A suit of armour made of metal plates. |
steel plate armour of fire resistance (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Ego] Master While equipped: defense ------ Armor +9 Fatigue +22% Resistance +15% fire A suit of armour made of metal plates. |
Aerywe the Pusream (0 def, 11 armour)17.0 Encumbrance T3 massive armor [Rare] Psionic While equipped: offense ------ Damage +3% nature Ignore resists +5% fire On-Hit (Melee): * 20% chance to slow global speed by 40% defense ------ Armor +11 Fatigue +22% Resistance +7% mind +15% nature Mind save +13 (+7 eff.) A suit of armour made of metal plates. |
rough leather belt 'Brenirak'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Mag +3 Con defense ------ Resistance +6% fire Crit Resistance 15.00% Life +33.00 other ------- Infravision +3 A belt that goes around your waist. |
hardened leather belt 'Cloudoath'1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: defense ------ Resistance +6% lightning +1% physical +5% arcane +9% temporal Mind save +3 (+2 eff.) Unlife -40.00 life Life +42.00 Healmod +15% A belt that goes around your waist. |
linen cloak 'Betorita' (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Defense +7 (+3 eff.) Resistance +3% lightning Crit Resistance 5.00% Physical save +5 (+3 eff.) Unlife -20.00 life Disease Resist +20% Cut Resist +20% Knockbk Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex defense ------ 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. |
pair of rough leather boots 'Tidebraid' (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Critical power +10.00% Damage +9% arcane +3% cold defense ------ Armor +3 other ------- Infravision +1 A pair of boots made of leather. |
Drechak the Nightripper (0 def, 9 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Con offense ------ Ignore resists +20% darkness +10% physical Ignore Armor +3 defense ------ Armor +9 other ------- Infravision +2 A pair of boots made of leather. |
Kidovor the Squalorstreak (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +7 Lck +5 Dex offense ------ Ignore resists +5% lightning When Hit 8 nature defense ------ Armor +3 Resistance +6% acid +6% nature +6% light Spell save +12 (+9 eff.) Stealth +7 A pair of boots made of leather. |
Samugrim (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Damage +3% acid Ignore resists +25% acid When Hit 6 acid On-Hit (Melee): * 10% chance to reduce armor by 22% defense ------ Armor +3 Resistance +8% lightning +6% temporal +12% acid A pair of boots made of leather. |
rough leather gloves 'Blazespire' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +3 Mag +3 Wil offense ------ Damage +6% fire defense ------ Armor +1 Resistance +3% temporal Life Regen +2.00 other ------- Stamina/turn +0.60 Max stamina +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 lightning Damage +3% lightning defense ------ Armor +1 Resistance +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Beligadin the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +1 Str +5 Mag +1 Wil defense ------ Armor +2 Resistance +9% acid +6% fire +6% nature Life Regen +3.00 other ------- Stamina/turn +0.70 Max stamina +22.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
blighted hardened leather gloves of magic (+4) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +4 Mag offense ------ On-Hit 5 blight Damage +5% arcane +5% blight defense ------ Armor +2 Resistance +6% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Normal] While equipped: defense ------ Armor +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+1 eff.) defense ------ Armor +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+1 eff.) On-Hit 11 fire Damage +4% fire defense ------ Armor +2 Fatigue +3% Resistance +7% fire 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. |
Pitchglean the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +13% lightning +15% darkness When Hit 10 darkness defense ------ Defense +2 (+1 eff.) Resistance +22% lightning +6% fire +6% darkness A pointy cloth hat, very wizardly... |
Tontir the Lightningpulverizer (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Ignore resists +5% lightning +5% cold defense ------ Defense +1 (+1 eff.) Resistance +9% nature +3% lightning Mind save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
grounding rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% temporal A cap made of leather. |
Rootblow (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Cun +1 Wil offense ------ Mind Crit +1% Critical power +5.00% Damage +14% fire Ignore resists +25% nature defense ------ Defense +2 (+1 eff.) Resistance +21% fire other ------- Equi when Hit +0.08 A pointy cloth hat, very wizardly... |
hardened leather cap 'Glitterborn' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +15% acid +9% light defense ------ Armor +3 Fatigue +3% Resistance +9% acid +5% cold other ------- Light +3 Breathe water A cap made of leather. |
Armumakalthosta (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +6% temporal Life +20.00 Life Regen +2.00 Silence Resist +20% Pinning Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 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 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
5 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 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. |
7 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. |
2 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. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
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. |
49 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. |
Galetrencher2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +5% lightning Accuracy +5 (+2 eff.) defense ------ Resistance +3% lightning Physical save +6 (+3 eff.) Unlife -60.00 life Healmod +11% Pinning Resist +20% other ------- Stamina/turn +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Poledhessra the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Armor +6 Resistance +3% fire Life +62.00 Healmod +10% 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. |
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.(56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
Earurorek the Scummalice (dig speed 20 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str defense ------ Resistance +9% light +6% mind +3% nature Life +21.00 other ------- Max stamina +15.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Grinyldir' (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Con offense ------ Physical Crit +1.0% Critical power +10.00% Damage +3% arcane Accuracy +5 (+2 eff.) defense ------ Armor +6 Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (1/1)2.0 Encumbrance 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. |
innervating iron torque of gale force [power 105] (9/15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 100] (9/15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Oludunayakath [power 205] (9/15 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: defense ------ Resistance +6% lightning +5% arcane Mind save +6 (+3 eff.) Disease Resist +10% Stun Resist +10% Blast the opponent's mind dealing 205 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 30. 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Earulathaneg [power 145] (9/25 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: Stats +7 Cun +1 Wil offense ------ Mind Crit +2% Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 290 Base Damage: 146 Armor: 4 All Resist: 3 Puts all charms on 25 cooldown 100% to increase all damage by 16% for 2 turns. 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing ash totem of healing [power 182] (9/15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to heal for 51. Natural totems are made by powerful wilders to store nature power. |
Chyromifast [power 100] (9/15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +2 Str +1 Dex offense ------ Physical Crit +4.0% defense ------ Unlife -20.00 life Fire a magical bolt dealing 100 lightning damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ulygas the Stormpassion [power 11] (9/15 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +20% fire When Hit 6 lightning defense ------ Resistance +5% arcane +5% physical Unlife -20.00 life Life +20.00 Reveal the area around you, dispelling darkness (radius 11, power 43 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Tekan the Skeleton Archer level 10
10th Mirth 122nd year of Ascendancy at 15:15 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Tekan the Skeleton Archer level 5
4th Mirth 122nd year of Ascendancy at 22:45 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Tekan the Skeleton Archer level 10
1st Summertide 122nd year of Ascendancy at 23:46 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Tekan the Skeleton Archer level 10
3rd Summertide 122nd year of Ascendancy at 16:01 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Tekan the Skeleton Archer level 15
1st Dusk 122nd year of Ascendancy at 04:06 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Tekan the Skeleton Archer level 18
24th Dusk 122nd year of Ascendancy at 08:14 see stats
Log
The unstable sand tunnel collapses!
Tekan shoots!
Beliwe the green ooze's Acidfire cloud hits Tekan for (34 absorbed), 0 acid (0 total damage).
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Tekan's Shoot hits Bloated ooze for 87 physical damage.
Bloated ooze receives 206 healing from Something.
Tekan's Shoot killed Bloated ooze!
Ran for 2 turns (stop reason: taken damage).
The shield around Tekan crumbles.
Beliwe the green ooze's Acidfire cloud hits Tekan for (34 absorbed), 0 acid (0 total damage).
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Tekan casts Rune: Blink.
Tekan is out of phase.
Glorenor the blue jelly uses Perfect Strike.
Glorenor the blue jelly aims carefully.
Talent Steady Shot is ready to use.
Talent Re-assemble is ready to use.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Glorenor the blue jelly's Slime Spit hits Tekan for 45 cold damage.
Tekan the level 18 skeleton archer was frozen and shattered into a million little shards to death by Glorenor the blue jelly on level 1 of Sandworm lair.




























































































































