









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Effect Displayer 1.7.4Display flying text and image when the player gets detrimental temporary effect. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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! 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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 | Temporal Warden |
| Level / Exp | 20 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by Yviwyn the venom drake at level 20 on the 37th Haze 122nd year of Ascendancy at 06:34 / 1 |
Primary Stats
| Strength | 29 (base 10) |
| Dexterity | 62 (base 39) |
| Constitution | 23 (base 10) |
| Magic | 48 (base 48) |
| Willpower | 16 (base 12) |
| Cunning | 14 (base 10) |
Resources
| Life | -18/702 |
| Paradox | 344 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 0.27747555529552 |
Speed
| Mental | -4.4408920985006E-12% |
| Attack | -4.4408920985006E-12% |
| Movement | -2.2204460492503E-14% |
| Spell | -4.4408920985006E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
| See Stealth | 11.647187283725 |
| See Invisible | 14.647187283725 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 58 |
| Crit Chance | 6% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 35 |
| Accuracy | 58 |
| Crit Chance | 7% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +34% |
| Fire | +8% |
| Nature | +3% |
| Physical | +22% |
| Cold | +18% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 17 (46.286633628497%) |
| Defense | 58 |
| Ranged Defense | 58 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 23 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 48%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 46%( 70%) |
| All | + 18%( 70%) |
| Lightning | + 47%( 70%) |
| Temporal | + 20%( 70%) |
| Physical | + 35%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 78% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Pinning Resistance | 30% |
| Disarm Resistance | 42% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 52 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 34 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: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 physical, 4 light, 5 blight, 3 fire, 5 arcane |
Class Talents
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 the fox. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed minotaur nose. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed pouch of bone giant dust. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | 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 | pair of rough leather boots 'Silolragawe' (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Resistance +3% blight +5% arcane Life +60.00 Cut Resist +20% Silence Resist +20% other ------- Infravision +2 See Invisibility +3 A pair of boots made of leather. |
| Light source | Issogorek2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Str defense ------ Defense +25 (+7 eff.) Physical save +15 (+7 eff.) Life +44.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | hardened leather gloves of archery (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +4 Cun +3 Dex offense ------ Accuracy +5 (+1 eff.) Ignore Armor +6 defense ------ Armor +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 9 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elm wand of clairvoyance 'Islemina' [power 9] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +12% acid On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce armor by 29% defense ------ Resistance +3% acid +3% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Reveal the area around you, dispelling darkness (radius 9, power 62 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Uriruivor the Treejam0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Wil offense ------ Damage +10% physical +3% nature +12% cold Ignore resists +10% fire When Hit 2 nature defense ------ Resistance +6% fire +10% physical +3% nature +24% cold Mind save +8 (+4 eff.) Rings make your fingers look great! |
| On fingers | titan's copper ring of corrosion (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +11% acid defense ------ Resistance +22% acid Physical save +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | Mardumarim0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Con defense ------ Resistance +36% lightning Pinning Resist +10% Stun Resist +48% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Amulets make your neck look great! |
| In main hand | balanced steel dagger of massacre (19-25 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Master Weapon Damage 19.0 - 24.7 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +22% Sharp, short and deadly. |
| Around waist | Ce'Nelaith the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +3 (+2 eff.) defense ------ Resistance +5% arcane +3% fire Mind save +14 (+7 eff.) Life +40.00 Knockbk Resist +20% A belt that goes around your waist. |
| In off hand | balanced dwarven-steel dagger (17-22 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Master Weapon Damage 17.0 - 22.1 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +20% Sharp, short and deadly. |
| Cloak | Ulekhad the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +5 Dex +1 Con offense ------ Physical Power +15 (+5 eff.) Damage +3% physical Ignore resists +10% acid defense ------ Defense +1 (+0 eff.) Spell save +4 (+2 eff.) other ------- Stamina/turn +0.30 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Velytta the Radiancetaint (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Arcane While equipped: Stats +4 Con offense ------ Damage +11% acid +9% physical +8% fire +6% cold defense ------ Resistance +12% acid +11% physical +11% cold +13% fire +9% all Life +40.00 Pinning Resist +20% other ------- Light +3 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
blink rune (range 4; phase 13; cd 12)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 12 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 13%, your defense is increased by 13 and all your resistances by 13%. 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 warrior (absorb 49; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 21 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 49 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rhoharadin the gold amulet0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str offense ------ Damage +3% arcane defense ------ Resistance +19% light +16% darkness Physical save +10 (+5 eff.) Spell save +13 (+6 eff.) Mind save +11 (+5 eff.) Blind Resist +24% Cut Resist +20% Disarm Resist +10% Stun Resist +10% Amulets make your neck look great! |
arcing steel battleaxe of paradox (20-31 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane Weapon Damage 20.5 - 30.8 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 61 damage While equipped: defense ------ Resistance +10% temporal Massive two-handed battleaxes. |
hateful steel battleaxe of massacre (30-44 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Master/Psionic Weapon Damage 29.5 - 44.2 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +9 darkness Damage Against +12% Living Massive two-handed battleaxes. |
Bybers the Scorpionspawner (16-21 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 16.0 - 20.8 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +12 nature While equipped: offense ------ Damage +3% nature +12% mind defense ------ Resistance +5% arcane +9% acid other ------- Max psi +10.00 Sharp, short and deadly. |
Curecutter the steel dagger (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Arcane Weapon Damage 12.5 - 16.2 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +20 temporal +8 fire On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +2 Str offense ------ On-Hit (Melee): * 20% chance to slow global speed by 36% defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Sharp, short and deadly. |
Lightbolt (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Psionic Weapon Damage 12.5 - 16.2 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +9 darkness +8 mind Damage Against +8% Living While equipped: Stats +3 Str +1 Mag +2 Cun offense ------ When Hit 10 light other ------- See Invisibility +9 Sharp, short and deadly. |
acidic iron dagger of massacre (15-20 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 15.0 - 19.5 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 101 damage over 5 turns and reducing armor and accuracy by 13 Sharp, short and deadly. |
hateful steel dagger of massacre (16-21 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Master/Psionic Weapon Damage 16.5 - 21.4 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 darkness Damage Against +7% Living Sharp, short and deadly. |
steel dagger (12-15 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Normal] Weapon Damage 11.5 - 15.0 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
steel dagger of massacre (20-26 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Master Weapon Damage 20.0 - 26.0 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
steel greatmaul (32-48 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Normal] Weapon Damage 32.0 - 48.0 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% Massive two-handed mauls. |
acidic steel greatsword of massacre (33-53 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 33.0 - 52.8 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 101 damage over 5 turns and reducing armor and accuracy by 13 Massive two-handed swords. |
steel greatsword of erosion (24-38 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Nature Weapon Damage 24.0 - 38.4 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 nature Massive two-handed swords. |
truestriking steel greatsword (24-38 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Master Weapon Damage 24.0 - 38.4 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +9% physical Accuracy +14 (+4 eff.) Ignore Armor +9 Massive two-handed swords. |
ash longbow of piercing4.0 Encumbrance T2 longbow 2H weapon [Ego+] Master Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: offense ------ Ignore resists +9% all Accuracy +15 (+4 eff.) Ignore Armor +11 Longbows are used to shoot arrows at your foes. |
elm longbow4.0 Encumbrance T1 longbow 2H weapon [Normal] Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 Longbows are used to shoot arrows at your foes. |
fungal ash longbow of dexterity (+5)4.0 Encumbrance T2 longbow 2H weapon [Ego] Nature/Master Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +5 Dex +2 Con offense ------ Ignore resists +9% physical other ------- Masteries +0.15 Wild-gift/Fungus Regenerate 90 life over 5 turns Puts all charms on 20 turn cooldown Longbows are used to shoot arrows at your foes. |
Bregeyaldil (16-22 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 16.0 - 22.4 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ When Hit 6 mind defense ------ Resistance +3% temporal Sharp, long, and deadly. |
arcing steel longsword (16-22 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane Weapon Damage 16.0 - 22.4 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 61 damage Sharp, long, and deadly. |
steel longsword of erosion (17-24 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Nature Weapon Damage 17.0 - 23.8 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 nature Sharp, long, and deadly. |
steel longsword of massacre (24-34 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Master Weapon Damage 24.5 - 34.3 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Sharp, long, and deadly. |
acidic steel mace of massacre (20-28 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane/Master Weapon Damage 20.0 - 28.0 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 101 damage over 5 turns and reducing armor and accuracy by 13 Blunt and deadly. |
iron mace 'Yvodhewyn' (14-19 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Arcane Weapon Damage 13.5 - 18.9 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-Hit, radius 1 +6 fire While equipped: offense ------ Spell Crit +2% Ignore resists +15% acid When Hit 6 temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) other ------- Mana-on-crit +1.00 Max mana +80.00 Blunt and deadly. |
steel mace of erosion (16-22 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Nature Weapon Damage 16.0 - 22.4 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +7 nature Blunt and deadly. |
blooming living mindstar of balance (16-18 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature Weapon Damage 16.5 - 18.2 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+7 eff.) defense ------ Physical save +2 (+1 eff.) Spell save +6 (+3 eff.) Mind save +2 (+1 eff.) Healmod +17% Heal-on-summon +21 other ------- EQ when Hit +1.20 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. |
blooming vined mindstar of life (4-5 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 4.5 - 5.0 Mind Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+4 eff.) defense ------ Life +16.00 Life Regen +0.80 Healmod +10% Heal-on-summon +12 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 clarity (5-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +2% Critical power +6.00% Mindpower +4 (+4 eff.) defense ------ Mind save +3 (+1 eff.) other ------- Max psi +18.00 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 vined mindstar of life (4-5 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +2% Critical power +6.00% Mindpower +4 (+4 eff.) defense ------ Life +16.00 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. |
nature's mossy mindstar of life (2-2 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 2.0 - 2.2 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+2 eff.) Damage +3% nature defense ------ Resistance +3% blight Life +12.00 Life Regen +0.60 Disease Resist +11% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
protector's vined mindstar (4-5 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Disrupt Weapon Damage 4.5 - 5.0 Mind Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+4 eff.) defense ------ Resistance +3% all other ------- Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic 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. |
vined mindstar of clarity (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+4 eff.) defense ------ Mind save +4 (+2 eff.) other ------- Max psi +14.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cured leather sling of piercing4.0 Encumbrance T2 sling 1H weapon [Ego+] Master Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: offense ------ Ignore resists +7% all Accuracy +9 (+2 eff.) Ignore Armor +6 Slings are used to hurl stones or metal shots at your foes. |
Polyba the Shiverfear (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Dex offense ------ Spell Crit +7% Spellpower +6 (+3 eff.) Damage +9% mind +27% cold defense ------ Defense +30 (+8 eff.) Physical save +7 (+4 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash starstaff of greater warding (15-18 power, 3 apr, temporal element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% temporal defense ------ Armor +7 Defense +6 (+2 eff.) other ------- Mana/turn +0.10 Max mana +33.00 Wards +3 temporal Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash starstaff of power (15-18 power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +12 (+6 eff.) Spellpower/crit +2 Damage +15% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash vilestaff of warding (15-18 power, 3 apr, blight element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Spellpower/crit +5 Damage +15% blight defense ------ Armor +4 Defense +5 (+2 eff.) other ------- Wards +2 blight Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Bethatira (20-27 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Master Weapon Damage 19.5 - 27.3 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Critical: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Wil offense ------ Physical Crit +13.0% Physical Power +8 (+3 eff.) Damage +3% temporal When Hit 2 temporal defense ------ Resistance +9% temporal One-handed war axes. |
Brightsear the steel waraxe (12-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Disrupt/Master/Psionic Weapon Damage 12.5 - 17.5 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: offense ------ Ignore resists +15% light +7% all Accuracy +8 (+2 eff.) Ignore Armor +7 defense ------ Defense +5 (+2 eff.) Resistance +9% acid +6% temporal +9% lightning +9% fire +9% cold +4% all Spell save +13 (+6 eff.) One-handed war axes. |
Scorpionsaw1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Dex +1 Mag +5 Con offense ------ Damage +3% nature On-Hit (Melee): * 20% chance to slow global speed by 36% defense ------ Life +31.00 other ------- See Invisibility +3 A belt that goes around your waist. |
rough leather belt1.0 Encumbrance T1 belt armor [Normal] A belt that goes around your waist. |
rough leather belt 'Thunderdream'1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+3 eff.) Damage +3% acid When Hit 2 lightning 2 acid defense ------ Resistance +9% lightning Physical save +5 (+3 eff.) A belt that goes around your waist. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+3 eff.) Mindpower +5 (+4 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Scaldhack (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +20% acid When Hit 6 acid defense ------ Defense +1 (+0 eff.) Resistance +15% fire Crit Resistance 15.00% Life +33.00 other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Glorogabretha' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +3 Mag +6 Con offense ------ Spellpower +5 (+3 eff.) Damage +6% blight When Hit 4 arcane defense ------ Defense +2 (+1 eff.) Resistance +5% arcane Physical save +5 (+3 eff.) Spell save +8 (+4 eff.) Mind save +9 (+4 eff.) Life +82.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con defense ------ Defense +7 (+2 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of the Shaloren (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +1 Wil defense ------ Defense +7 (+2 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) 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 Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloudtickler the woollen robe (0 def, 4 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil offense ------ Damage +10% darkness +10% temporal Ignore resists +15% lightning defense ------ Armor +4 Resistance +10% temporal +15% darkness +9% all Mind save +6 (+3 eff.) Life +20.00 other ------- Mana/turn +0.10 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +4% Mindpower +3 (+3 eff.) defense ------ Resistance +11% all Mind save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of fire (+19%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+2 eff.) Damage +13% fire defense ------ Resistance +9% all +19% fire Mind save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of time (+13%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+3 eff.) Damage +13% temporal defense ------ Resistance +9% all +13% temporal Mind save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Disrupt While equipped: offense ------ When Hit: * 5% chance to slow global speed by 36% * 4 arcane resource burn defense ------ Resistance +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of Linaniil (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +8% Spellpower +15 (+7 eff.) defense ------ Resistance +9% all other ------- Mana/turn +0.15 Max mana +54.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +7% acid +8% physical +8% fire +9% cold defense ------ Resistance +10% acid +11% physical +10% fire +11% cold +9% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dawntickler (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Cun +2 Con offense ------ Damage +12% light +3% fire Ignore resists +5% light defense ------ Armor +1 Resistance +5% arcane Physical save +11 (+5 eff.) Mind save +11 (+5 eff.) A pair of boots made of leather. |
miner's pair of rough leather boots of tirelessness (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 other ------- Stamina/turn +0.40 Max stamina +12.00 Infravision +2 A pair of boots made of leather. |
undeterred pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +1 Silence Resist +20% Confus Resist +20% Stun Resist +23% A pair of boots made of leather. |
Silogamina the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ On-Hit 7 mind Damage +4% mind When Hit 2 acid defense ------ Armor +2 Resistance +9% acid +10% mind +9% nature Life +80.00 Teleport Resist +10% 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. |
dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +8 (+3 eff.) defense ------ Armor +2 Fatigue +3% 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. |
hardened leather gloves of spellstriking (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spellpower +6 (+3 eff.) On-Hit 4 arcane Damage +5% arcane defense ------ Armor +2 Resistance +3% arcane 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. |
rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +10 (+3 eff.) defense ------ Armor +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. |
scouring hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ When Hit: * 15 arcane resource burn defense ------ Armor +2 Spell save +10 (+5 eff.) 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. |
Branidentir (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Con defense ------ Armor +1 Fatigue +1% Resistance +3% fire Disease Resist +20% Pinning Resist +20% Knockbk Resist +20% Teleport Resist +10% A cap made of leather. |
bladed iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 121.8 Physical damage. If the attack hits, the target is confused (41% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +2 Str defense ------ Armor +1 Fatigue +1% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 121.8 Physical damage. If the attack hits, the target is confused (41% 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. |
iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ce'Nesema the Stormtitan (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: offense ------ Damage +15% lightning Ignore resists +15% lightning On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 19 defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% acid +3% blight A suit of armour made of mail. |
Herath the Hellfury (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Rare] Master While equipped: offense ------ Physical Crit +6.0% Critical power +5.00% defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% fire +17% cold Physical save +3 (+2 eff.) other ------- Stamina/turn +2.00 Max stamina +20.00 A suit of armour made of mail. |
dwarven-steel mail armour of implacability (3 def, 15 armour)14.0 Encumbrance T3 heavy armor [Ego+] Master While equipped: defense ------ Armor +15 Defense +3 (+1 eff.) Fatigue +6% Physical save +7 (+4 eff.) A suit of armour made of mail. |
impenetrable steel mail armour of clarity (2 def, 11 armour)14.0 Encumbrance T2 heavy armor [Ego] Master/Psionic While equipped: defense ------ Armor +11 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% mind Mind save +11 (+5 eff.) A suit of armour made of mail. |
prismatic steel mail armour of stability (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +5% physical +12% light +12% darkness Physical save +12 (+6 eff.) A suit of armour made of mail. |
rejuvenating steel mail armour of acid resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +15% acid Life Regen +2.80 other ------- Stamina/turn +0.80 A suit of armour made of mail. |
rejuvenating steel mail armour of resilience (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Nature While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Life +34.00 Life Regen +2.00 other ------- Stamina/turn +0.70 A suit of armour made of mail. |
Skin of Many (12 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+3 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
cleansing cured leather armour of Eyal (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature/Disrupt While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +11% nature +11% blight Life +31.00 Life Regen +3.00 Healmod +11% A suit of armour made of leather. |
rejuvenating hardened leather armour of resilience (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Nature While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Life +20.00 Life Regen +2.00 other ------- Stamina/turn +0.70 A suit of armour made of leather. |
prismatic steel plate armour of acid resistance (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Ego] Arcane/Master While equipped: defense ------ Armor +9 Fatigue +22% Resistance +15% acid +11% light +12% darkness A suit of armour made of metal plates. |
Xelenor (0 def, 4 armour, 41 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Random Unique] Arcane/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str +1 Wil offense ------ Damage +9% arcane When Hit 12 fire defense ------ Armor +4 Fatigue +8% Resistance +12% physical +5% arcane +22% fire Windwall +12 Slow Projectiles +16% other ------- Talents +1 Block Handheld deflection devices. |
dwarven-steel shield of fire resistance (+17%) (0 def, 6 armour, 88.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +6 Fatigue +8% Resistance +17% fire other ------- Talents +1 Block Handheld deflection devices. |
reinforced steel shield of reflection (0 def, 7 armour, 72.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +7 Fatigue +8% Resistance +11% light +12% darkness other ------- Talents +1 Block Handheld deflection devices. |
windwalling steel shield (0 def, 4 armour, 40.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego+] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil defense ------ Armor +4 Fatigue +8% Resistance +11% physical Windwall +10 Slow Projectiles +13% other ------- Talents +1 Block Handheld deflection devices. |
windwalling voratun shield (0 def, 10 armour, 198.5 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego+] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil defense ------ Armor +10 Fatigue +8% Resistance +10% physical Windwall +31 Slow Projectiles +23% other ------- Talents +1 Block Handheld deflection devices. |
Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 Encumbrance T2 arrow ammo [Unique] Nature Weapon Damage 18.0 - 25.2 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Lustrecrack (42/42, 22-32 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Random Unique] Arcane/Master Weapon Damage 22.5 - 31.5 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 42 On-ranged-hit +8 temporal +12 light On-Hit, radius 1 +8 light +4 nature On Hit: * 9% chance to gain 10% of a turn (3/turn limit) On Critical: * Splash the target with acid dealing 101 damage over 5 turns and reducing armor and accuracy by 13 While equipped: other ------- Reload +3 Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of elm arrows of crippling (15/15, 12-18 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego++] Master/Psionic Weapon Damage 12.5 - 17.5 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +9.0% Capacity 15 On-ranged-hit +12 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 43 physical damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of erosion (19/19, 20-29 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego] Nature Weapon Damage 20.5 - 28.7 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 19 On-ranged-hit +8 nature Arrows are used with bows to pierce your foes to death. |
6 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. |
243 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. |
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 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Rhyranik2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +3 Dex +4 Wil offense ------ Physical Power +5 (+2 eff.) Damage +5% mind Ignore resists +5% physical Ignore Armor +1 defense ------ Armor +2 Physical save +3 (+2 eff.) other ------- Max stamina +20.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Adama'2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: Stats +3 Con offense ------ Damage +6% acid When Hit 2 acid 2 physical defense ------ Resistance +3% all Spell save +6 (+3 eff.) other ------- Stamina/turn +1.00 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. |
survivor's brass lantern2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +5 (+3 eff.) 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. |
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. |
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. |
acidic pouch of steel shots of accuracy (17/17, 20-23 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Arcane/Master Weapon Damage 19.5 - 23.4 Physical Uses 70% Dex, 0% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +2 Critical Rate +4.5% Capacity 17 On Critical: * Splash the target with acid dealing 101 damage over 5 turns and reducing armor and accuracy by 13 Shots are used with slings to pummel your foes to death. |
Mardiroddarin the iron torque of gale force [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Cun offense ------ On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% temporal Mind save +12 (+6 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- EQ when Hit +0.04 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 128 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
overpowered iron torque of psionic shield [power 45] (33 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 33 turn cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of stinging 'Emeluyawe' [power 194] (15 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: Stats +3 Dex offense ------ Physical Power +15 (+5 eff.) defense ------ Armor +6 Unlife -20.00 life Sting an enemy dealing 200 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. 100% to heal for 43. 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
powerful elm wand of lightning storm [power 116] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 turn cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 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. |
6 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. |
8 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. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Bone zone the Skeleton Temporal Warden level 10
49th Dusk 122nd year of Ascendancy at 04:39 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Bone zone the Skeleton Temporal Warden level 20
36th Haze 122nd year of Ascendancy at 17:53 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Bone zone the Skeleton Temporal Warden level 8
6th Mirth 122nd year of Ascendancy at 07:58 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Bone zone the Skeleton Temporal Warden level 18
31st Haze 122nd year of Ascendancy at 04:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bone zone the Skeleton Temporal Warden level 16
71st Dusk 122nd year of Ascendancy at 22:52 see stats
Log
Shadow resists the confusion!
Bone zone hits Shadow for 0 physical, 0 temporal, 0 temporal, 0 physical, 0 temporal, 0 physical, 0 physical, 0 temporal (0 total damage).
Bone zone hits Shadow for 0 physical, 0 temporal, 0 physical, 0 temporal, 0 temporal, 0 temporal, 0 physical, 0 physical (0 total damage).
Shadow casts Blindside.
Shadow misses Bone zone.
Hymn of Shadows hits Bone zone for 21 darkness damage.
Talent Rune: Shielding is ready to use.
Yviwyn the venom drake casts Shadow Blast.
Yviwyn the venom drake's spell attains critical power!
Bone zone shares damage with his guardian!
Yviwyn the venom drake hits Shadow for 0 darkness damage.
Yviwyn the venom drake hits Shadow for 0 darkness damage.
Yviwyn the venom drake hits Bone zone's temporal clone for 130 darkness damage.
Yviwyn the venom drake hits Bone zone for (72 shared), 58 darkness (58 total damage).
Bone zone casts Rune: Shielding.
A shield forms around Bone zone.
The shield around Yviwyn the venom drake crumbles.
Yviwyn the venom drake's spell attains critical power!
Bone zone loses sight!
Your shield crumbles under the damage!
The shield around Bone zone crumbles.
Something hits Something for (15 shared) damage.
Something hits Bone zone for (97 absorbed), 40 light (40 total damage).
Hymn of Shadows hits Bone zone for (33 absorbed), 0 darkness (0 total damage).
Something hits Something for 82 light damage.
Something hits Something for 0 darkness damage.
Something hits Something for 0 darkness damage.
Something hits Something for 70 darkness damage.
Bone zone the level 20 skeleton temporal warden was jerkied to death by Yviwyn the venom drake on level 2 of The Maze.





















































































































