









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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.
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:
Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Ghoul |
| Class | Anorithil |
| Level / Exp | 20 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Xybeth the bandit at level 20 on the 69th Dusk 122nd year of Ascendancy at 14:25 / 1 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 52 (base 38) |
| Magic | 59 (base 48) |
| Willpower | 13 (base 10) |
| Cunning | 11 (base 13) |
Resources
| Life | -167/626 |
| Positive | 77/107 |
| Negative | 77/107 |
| Vim | 176/176 |
| Healing Factor | 1.529329218765 |
| Regeneration | 4.2056553516038 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 7 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 8 |
| Crit Chance | 3% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +6% |
| Blight | +5% |
| Darkness | +39% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Fire | +10% |
| Mind | +5% |
| Cold | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 29 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Blight | + 24%( 70%) |
| Cold | + 9%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 37%( 70%) |
| Darkness | + 37%( 70%) |
| Fire | + 9%( 70%) |
| Mind | + 12%( 70%) |
Defense: Immunities
| Stun Resistance | 72% |
| Confusion Resistance | 21% |
| Fear Resistance | 100% |
| Poison Resistance | 90% |
| Blind Resistance | 28% |
| Silence Resistance | 23% |
| Bleed Resistance | 100% |
| Disarm Resistance | 50% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 395 damage for 5 turns. Its effects scale with your Magic 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: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 136.44 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 Constitution stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Celestial / Star fury | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Improves/gives invisibility (power 11), reducing damage dealt by 40%. Invisibility |
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 defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You failed to protect the lost tinker from death by Light Switch. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed green worm. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 within1 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Xuma the Suntrial (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Damage +6% light Ignore resists +5% nature +5% cold defense ------ Armor +1 Resistance +12% light Silence Resist +23% Confus Resist +21% Stun Resist +22% other ------- Light +3 A pair of boots made of leather. |
| Light source | ethereal brass lantern of the moons1.0 Encumbrance T1 lite [Ego++] Arcane While equipped: Stats +3 Mag offense ------ Spellpower +6 (+2 eff.) Damage +5% darkness defense ------ Resistance +6% light Affinity +5% darkness other ------- Light +5 Infravision +3 Moonlight Ray: Puts all charms on 8 turn cooldown Effective talent level: 5.2 Power cost 8 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 126.74 damage. The damage dealt will increase with your Spellpower. 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 | linen wizard hat of the sentry (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: defense ------ Defense +1 (+1 eff.) other ------- Infravision +4 See Stealth +6 See Invisibility +6 Circle of Warding: (Instant) Puts all charms on 40 turn cooldown Effective talent level: 3.9 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle slows incoming projectiles by 47% and attempts to push all creatures other than yourself out of its radius, inflicting 5.96 light damage and 7.82 darkness damage per turn as it does so. The circle lasts 7 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Nedurain the Shadezeal [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% lightning Ignore resists +5% darkness When Hit 10 darkness Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 63 physical damage Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | warrior's copper ring of darkness (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Damage +10% darkness defense ------ Armor +4 Resistance +20% darkness Rings make your fingers look great! |
| On fingers | Duvudunadil the Pyreobeisance0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +5% fire defense ------ Resistance +3% mind Life +24.00 Poison Resist +10% Disease Resist +20% Disarm Resist +22% Pinning Resist +20% Knockbk Resist +22% Rings make your fingers look great! |
| Around waist | spiritwalker's rough leather belt of the mystic1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag offense ------ Spellpower +3 (+1 eff.) defense ------ Mind save +6 (+3 eff.) other ------- Mana/turn +0.12 Max mana +21.00 A belt that goes around your waist. |
| In main hand | Eredas (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Nature/Master 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 +4 Con offense ------ Spell Crit +8% Critical power +11.00% Spellpower +10 (+4 eff.) Mindpower +5 (+3 eff.) Damage +15% darkness Ignore resists +5% mind On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +7 (+7 eff.) Resistance +9% acid Life Regen +0.50 Healmod +12% other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 46.41 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. |
| On hands | Gorekalthomnir the Bleaktide (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Con offense ------ On-Hit 7 blight 7 lightning Damage +5% blight +9% darkness +3% lightning Ignore resists +15% darkness +5% fire When Hit 6 darkness defense ------ Armor +2 Resistance +7% blight +7% lightning Physical save +17 (+7 eff.) Spell save +3 (+2 eff.) Mind save +6 (+3 eff.) Disarm Resist +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | focusing woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature/Psionic While equipped: Stats +4 Mag +5 Wil defense ------ Resistance +9% blight +9% all Life +50.00 Life Regen +2.00 Healmod +12% other ------- Mana/turn +0.12 Psi/turn +0.17 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+3 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | steel amulet 'Issegas'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex offense ------ Spellpower/crit +6 defense ------ Resistance +13% light +11% darkness Physical save +10 (+5 eff.) Spell save +11 (+6 eff.) Mind save +12 (+6 eff.) Blind Resist +28% other ------- Mana-on-crit +2.00 Vim-on-crit +1.00 Amulets make your neck look great! |
Inventory
shielding rune of the wizard (absorb 379; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 379 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 39; cd 11)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 39 with a minimum range of 15. 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. |
copper amulet 'Lightningserpent'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil +4 Cun +2 Con offense ------ Damage +3% darkness When Hit 6 lightning Amulets make your neck look great! |
cleansing steel amulet of cunning (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Cun defense ------ Resistance +11% nature +10% blight Poison Resist +22% Disease Resist +20% Amulets make your neck look great! |
grounding steel amulet of dexterity (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +12% lightning Stun Resist +20% Amulets make your neck look great! |
steel amulet 'Siloba'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +6 Con offense ------ Critical power +5.00% Ignore resists +5% mind defense ------ Armor +4 Resistance +15% light +11% darkness Blind Resist +23% other ------- Stamina/turn +3.00 Amulets make your neck look great! |
marksman's copper ring of fire (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ Damage +10% fire Accuracy +4 (+4 eff.) defense ------ Resistance +20% fire Rings make your fingers look great! |
Rootlady the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str offense ------ Damage +15% nature +11% physical Ignore resists +5% nature defense ------ Armor +8 Resistance +11% physical Silence Resist +26% other ------- Mana/turn +0.10 Rings make your fingers look great! |
sneakthief's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +4 Dex offense ------ Accuracy +5 (+5 eff.) Rings make your fingers look great! |
steel ring of fire (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: offense ------ Damage +12% fire defense ------ Resistance +24% fire Rings make your fingers look great! |
elm starstaff (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Fulidurig the ash starstaff (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Nature/Master 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 +9% Critical power +11.00% Spellpower +6 (+2 eff.) Damage +15% darkness defense ------ Defense +13 (+11 eff.) Resistance +12% acid +5% arcane other ------- Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 62.50 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. |
earthen ash magestaff (15-18 power, 3 apr, cold 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 (+2 eff.) Damage +15% cold defense ------ Armor +4 Hardiness +5% Physical save +2 (+1 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash starstaff of fate (17-20 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 17.0 - 20.4 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 +5% Spellpower +8 (+3 eff.) Damage +17% darkness defense ------ Physical save +5 (+3 eff.) Spell save +6 (+3 eff.) Mind save +7 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen yew vilestaff of fate (20-24 power, 4 apr, acid element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +9 (+3 eff.) Damage +20% acid defense ------ Armor +4 Hardiness +3% Physical save +11 (+5 eff.) Spell save +5 (+3 eff.) Mind save +7 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew starstaff of greater warding (20-24 power, 4 apr, light element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% light defense ------ Armor +8 Defense +7 (+7 eff.) other ------- Mana/turn +0.13 Max mana +34.00 Wards +3 light Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing steel battleaxe of massacre (27-40 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane/Master Weapon Damage 27.0 - 40.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 81 damage Massive two-handed battleaxes. |
chilling steel battleaxe of massacre (29-44 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane/Master Weapon Damage 29.0 - 43.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 cold Massive two-handed battleaxes. |
hateful steel battleaxe of erosion (22-32 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Nature/Psionic Weapon Damage 21.5 - 32.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +7 darkness +10 nature Damage Against +14% Living Massive two-handed battleaxes. |
thought-forged iron greatsword of massacre (22-36 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Master/Psionic Weapon Damage 22.5 - 36.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +12 mind On Hit: * 16% chance to reduce all saves and defense by 15 While equipped: Stats +2 Cun +3 Wil Massive two-handed swords. |
Xanurin the Phoenixspiker (26-42 power, 2 apr) =+5-7 all stats=3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Nature/Psionic Weapon Damage 26.0 - 41.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +20 fire On-crit, radius 2 +17 acid +16 nature On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +7 Str +5 Dex +7 Mag +7 Wil +9 Cun +7 Con offense ------ Damage +6% fire Ignore resists +7% acid +12% nature Ignore Armor +12 Massive two-handed swords. |
acidic steel greatsword of paradox (22-36 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane Weapon Damage 22.5 - 36.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +14 temporal On Critical: * Splash the target with acid dealing 135 damage over 5 turns and reducing armor and accuracy by 17 While equipped: defense ------ Resistance +12% temporal Massive two-handed swords. |
warbringer's steel greatsword of erosion (26-42 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Nature/Master Weapon Damage 26.5 - 42.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +7 nature While equipped: Stats +3 Con offense ------ Physical Power +9 (+5 eff.) Ignore resists +13% physical defense ------ Disarm Resist +18% Massive two-handed swords. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 Encumbrance T3 greatsword 2H weapon Reqs Wil 18,Cun 18 [Unique] Psionic Weapon Damage 49.0 - 78.4 Physical Uses 129% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +9.0% Attack Speed 100% On-hit +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
dwarven-steel greatsword of massacre (43-69 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Master Weapon Damage 43.0 - 68.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Massive two-handed swords. |
dwarven-steel greatsword of rage (32-51 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master Weapon Damage 32.0 - 51.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +6 Str offense ------ Damage +10% physical Accuracy +7 (+7 eff.) Massive two-handed swords. |
flaming dwarven-steel greatsword of daylight (38-61 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 38.0 - 60.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +7 light Damage Against +16% Undead On-Hit, radius 1 +9 fire Massive two-handed swords. |
arcing stralite greatsword of massacre (63-101 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego] Arcane/Master Weapon Damage 63.0 - 100.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 81 damage Massive two-handed swords. |
Noonterror the steel mace (20-29 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Master Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Ignore resists +15% acid On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 defense ------ Resistance +9% light other ------- Light +3 Blunt and deadly. |
iron waraxe (12-18 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Normal] Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% One-handed war axes. |
iron waraxe of massacre (18-24 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Master Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% One-handed war axes. |
flaming dwarven-steel waraxe of evisceration (22-31 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane/Master Weapon Damage 22.5 - 31.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +7 fire On Critical: * Wound the target dealing 73 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +5.0% Physical Power +8 (+4 eff.) One-handed war axes. |
hateful dwarven-steel waraxe (21-29 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego] Psionic Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +8 darkness Damage Against +6% Living One-handed war axes. |
thought-forged dwarven-steel waraxe of dampening (20-27 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego] Disrupt/Psionic Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +8 mind On Hit: * 15% chance to reduce all saves and defense by 15 While equipped: Stats +1 Cun +3 Wil defense ------ Resistance +10% acid +10% lightning +7% cold +9% fire +4% all Spell save +8 (+4 eff.) One-handed war axes. |
gifted vined mindstar of balance (6-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +6 (+3 eff.) defense ------ Physical save +2 (+1 eff.) Spell save +4 (+2 eff.) Mind save +3 (+1 eff.) other ------- EQ when Hit +0.90 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 (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Weapon Damage 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun 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 +10.00% Mindpower +6 (+3 eff.) 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. |
mighty yew longbow4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats +2 Str offense ------ Physical Power +8 (+4 eff.) Longbows are used to shoot arrows at your foes. |
fungal hardened leather sling4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +2 Con other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 136 life over 5 turns Puts all charms on 20 turn cooldown Slings are used to hurl stones or metal shots at your foes. |
acidic quiver of yew arrows of daylight (21/21, 35-49 power, 10 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego] Arcane Weapon Damage 35.0 - 49.0 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 21 On-ranged-hit +14 light Damage Against +8% Undead On Critical: * Splash the target with acid dealing 135 damage over 5 turns and reducing armor and accuracy by 17 Arrows are used with bows to pierce your foes to death. |
pouch of steel shots of accuracy (12/12, 22-27 power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego] Master Weapon Damage 22.5 - 27.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +2 Critical Rate +4.5% Capacity 12 Shots are used with slings to pummel your foes to death. |
Zubyldawe the pouch of dwarven-steel shots (19/46, 38-46 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Random Unique] Master/Psionic Weapon Damage 38.5 - 46.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 46 Ignore Shields +30% On-ranged-hit +16 mind On-Hit, radius 1 +4 mind On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: other ------- Reload +2 Shots are used with slings to pummel your foes to death. |
shocking voratun shield (0 def, 10 armour, 200 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 5 lightning When Hit 5 lightning defense ------ Armor +10 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of corrosion (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +11% acid defense ------ Resistance +16% acid +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elilaith (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane While equipped: Stats +2 Cun +2 Wil offense ------ Critical power +5.00% Spellpower +11 (+4 eff.) Damage +7% acid +7% physical +8% fire +3% mind +8% cold +14% arcane +7% all defense ------ Resistance +12% acid +12% physical +13% cold +11% fire +9% all other ------- Max mana +22.00 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of light (+21%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +14% light defense ------ Resistance +21% light +9% all Mind save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of lightning (+22%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +15% lightning defense ------ Resistance +22% lightning +9% all Mind save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Chillreign' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +2 Cun offense ------ Mind Crit +2% Critical power +10.00% Mindpower +6 (+3 eff.) Damage +13% fire +6% mind +15% cold Ignore resists +7% mind defense ------ Resistance +19% fire +9% cold +9% all other ------- Psi/turn +0.39 Hate-on-crit +3.00 Psi-on-crit +2.00 Max psi +13.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of the mind (+20%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+2 eff.) Damage +20% mind defense ------ Resistance +20% mind +11% all Mind save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour of spell shielding (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Arcane While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +6% arcane Spell save +12 (+6 eff.) A suit of armour made of leather. |
prismatic cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Arcane While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +10% light +11% darkness A suit of armour made of leather. |
rejuvenating cured leather armour of acid resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +15% acid Life Regen +3.20 other ------- Stamina/turn +1.00 A suit of armour made of leather. |
rejuvenating hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Nature While equipped: defense ------ Armor +6 Defense +9 (+9 eff.) Fatigue +8% Life Regen +2.60 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
dwarven-steel mail armour of lightning resistance (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Master While equipped: defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% Resistance +17% lightning A suit of armour made of mail. |
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. |
insulating rough leather belt1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Resistance +5% fire +5% cold A belt that goes around your waist. |
Flaresage1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Power +5 (+3 eff.) Damage +15% blight Ignore resists +5% temporal +5% fire On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% temporal +12% fire Spell save +11 (+6 eff.) other ------- Size +1 A belt that goes around your waist. |
grounding pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Nature/Master While equipped: defense ------ Armor +1 Resistance +5% lightning +6% temporal other ------- Stamina/turn +0.40 Max stamina +10.00 A pair of boots made of leather. |
pair of rough leather boots of massiveness (0 def, 1 armour) =+4 con=2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +4 Str +4 Con offense ------ Damage +6% physical defense ------ Armor +1 other ------- Size +1 A pair of boots made of leather. |
stealthy pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: Stats +6 Lck +4 Dex defense ------ Armor +1 Stealth +6 A pair of boots made of leather. |
Floehack the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Str +2 Mag +2 Cun offense ------ Physical Crit +2.0% Physical Power +5 (+3 eff.) Damage +21% cold Ignore resists +25% mind +8% physical defense ------ Armor +3 A pair of boots made of leather. |
pair of hardened leather boots 'Pyrerain' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +6% mind When Hit 4 mind 6 fire On-Hit (Melee): * 20% chance to reduce armor by 34% defense ------ Armor +3 Resistance +5% fire +12% mind +9% cold A pair of boots made of leather. |
cinder rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+3 eff.) On-Hit 7 fire Damage +3% fire defense ------ Armor +1 Resistance +6% fire 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. |
steady rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex offense ------ Accuracy +15 (+13 eff.) defense ------ Armor +1 Physical save +5 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +22% 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. |
radiant hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 5 light Damage +5% light defense ------ Armor +2 Resistance +8% light 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. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
linen wizard hat 'Salylenn' (1 def, 0 armour) =+6 str=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Cun +6 Str offense ------ Mind Crit +1% Damage +11% lightning defense ------ Defense +1 (+1 eff.) Resistance +16% lightning other ------- Hate-on-crit +1.00 Max psi +20.00 Infravision +1 A pointy cloth hat, very wizardly... |
stabilizing linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane/Master While equipped: Stats +2 Wil offense ------ Damage +10% darkness defense ------ Defense +1 (+1 eff.) Resistance +15% darkness Physical save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
cleansing rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Disrupt While equipped: defense ------ Armor +1 Fatigue +1% Resistance +6% nature +6% blight A cap made of leather. |
insulating rough leather cap of strength (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +1 Fatigue +1% Resistance +5% fire +5% cold A cap made of leather. |
Glaleba the Quenchhunt (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Ignore resists +10% cold When Hit 2 blight 6 cold defense ------ Armor +3 Fatigue +3% Resistance +9% blight +8% fire +20% cold A cap made of leather. |
hardened leather cap of dexterity (+4) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +4 Dex defense ------ Armor +3 Fatigue +3% A cap made of leather. |
11 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. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
7 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. |
11 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. |
5 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. |
210 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. |
Chideblek the Sootwitch2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +7 Cun offense ------ Damage +6% mind +12% darkness When Hit 4 darkness defense ------ Life +44.00 other ------- EQ when Hit +0.08 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. |
Cyryma the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +7 Str +3 Dex defense ------ Physical save +3 (+2 eff.) Life +42.00 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. |
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. |
scorching brass lantern of focus2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Damage +6% mind When Hit 11 fire defense ------ Resistance +5% fire 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. |
Chillzephyr (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Wil +3 Cun +2 Con offense ------ Ignore resists +5% acid When Hit 4 acid defense ------ Crit Resistance 5.00% other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Oozekin (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +3% nature Ignore resists +10% nature When Hit 4 nature defense ------ Resistance +9% nature +9% fire Life +22.00 other ------- Max stamina +16.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Eilinuyatira' (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +4 Str +4 Dex +2 Cun offense ------ Accuracy +3 (+3 eff.) On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +3% blight +6% fire Crit Resistance 5.00% other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -4% 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. |
quick elm wand of shielding [power 98] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 98 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Light Switch the Ghoul Anorithil level 15
33rd Dusk 122nd year of Ascendancy at 21:45 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Light Switch the Ghoul Anorithil level 10
1st Summertide 122nd year of Ascendancy at 08:53 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Light Switch the Ghoul Anorithil level 20
64th Dusk 122nd year of Ascendancy at 01:29 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Light Switch the Ghoul Anorithil level 10
2nd Summertide 122nd year of Ascendancy at 03:23 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Light Switch the Ghoul Anorithil level 10
1st Flare 122nd year of Ascendancy at 06:26 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Light Switch the Ghoul Anorithil level 14
21st Dusk 122nd year of Ascendancy at 12:55 see stats
Log
Talent Rune: Shatter Afflictions is ready to use.
Talent Rune: Acid Wave is ready to use.
Talent Bathe in Light is ready to use.
Talent Retch is ready to use.
Talent Chant of Fortress is ready to use.
Rested for 40 turns (stop reason: all resources and life at maximum).
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Light Switch picks up (C.): Noonterror the steel mace (20-29 power, 3 apr).
You pickup 0.90 gold pieces.
You pickup 0.60 gold pieces.
Something performs a melee critical strike against Light Switch!
Ran for 3 turns (stop reason: taken damage).
Light Switch's Twilight is disrupted by her wounds!
Xybeth the bandit performs a melee critical strike against Light Switch!
Xybeth the bandit performs a melee critical strike against Light Switch!
Light Switch is crippled.
Melee retaliation hits Xybeth the bandit for 13 light, 31 darkness, 13 light, 31 darkness, 13 light, 31 darkness, 13 light, 31 darkness (176 total damage).
Xybeth the bandit hits Light Switch for 115 physical, 4 fire, 56 physical, 4 fire, 123 physical, 4 fire, 64 physical, 4 fire, 61 physical, 4 fire, 120 physical, 4 fire (563 total damage).
Xybeth the bandit uses Dual Strike.
Xybeth the bandit performs a melee critical strike against Light Switch!
Light Switch's Rune: Acid Wave is disrupted by her wounds!
Light Switch resists the stunning strike!
Melee retaliation hits Xybeth the bandit for 11 light, 27 darkness, 11 light, 27 darkness (75 total damage).
Xybeth the bandit hits Light Switch for 150 physical, 4 fire, 81 physical (234 total damage).
Light Switch the level 20 ghoul anorithil was dissected to death by Xybeth the bandit on level 1 of The Maze.
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Light Switch vanishes from sight.





































































































