










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! MaDDworlDs' Buy Skills! 1.7.4Have extra cash? Buy some new class and generic talent trees! The staff shop in Angolwen now offers most class/generic skill trees for sale! prices range from 100 gold to 5,000 gold! Shout out to AkaviriBlade for all the leg work! Thank you for downloading, hope you enjoy! (Note: you'll need to start a new save, AND this mod does not include skills/spells for the DLCs!) (any mod that overwrites this staff shop will, ofc, not work together!) AmmoAsKnife 1.7.2throwing knife will use equiped ammo stat if talent level is not less than material level Ashes of Urh'Rok 1.7.4Official Expansion!MaDDworlDs' Money Sink! 1.7.4Have extra cash? Blow it on Stat/Class/Generic points! Most (if not all) weapon merchants in Last Hope will now offer stat/class/generic point training [Stat Points] 5 points for 300 gold. Thank you for downloading, hope you enjoy! (note: You must make a new save, ofc.) ( Any mod that overwrites the chat function on generic weapon shop NPC conversation stuff won't be compatible :C ) Embers of Rage 1.7.4Official Expansion!Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Normal Exploration |
| Sex | Female |
| Race | Cornac |
| Class | Mindslayer |
| Level / Exp | 29 / 53% |
| Size | big |
| Lifes / Deaths | Killed by corrupted minotaur at level 11 on the 50th Dusk 122nd year of Ascendancy at 06:52 / 39Killed by cold drake at level 13 on the 69th Dusk 122nd year of Ascendancy at 11:26 Killed by Adyrebeth the netherworm mass at level 13 on the 69th Dusk 122nd year of Ascendancy at 14:04 Killed by cold drake at level 13 on the 69th Dusk 122nd year of Ascendancy at 15:21 Killed by Yvosebeth the snow giant boulder thrower at level 13 on the 69th Dusk 122nd year of Ascendancy at 16:25 Killed by Isimina the snow giant at level 14 on the 70th Dusk 122nd year of Ascendancy at 23:24 Killed by Urkis, the High Tempest at level 15 on the 12nd Haze 122nd year of Ascendancy at 10:45 Killed by Urkis, the High Tempest at level 15 on the 12nd Haze 122nd year of Ascendancy at 11:15 Killed by Betokira the copperhead snake at level 16 on the 12nd Haze 122nd year of Ascendancy at 16:04 Killed by worm that walks at level 18 on the 50th Haze 122nd year of Ascendancy at 14:38 Killed by Weirdling Beast at level 18 on the 50th Haze 122nd year of Ascendancy at 19:14 Killed by Weirdling Beast at level 18 on the 50th Haze 122nd year of Ascendancy at 20:52 Killed by shadow at level 18 on the 50th Haze 122nd year of Ascendancy at 22:16 Killed by Weirdling Beast at level 18 on the 50th Haze 122nd year of Ascendancy at 23:19 Killed by minotaur at level 19 on the 59th Haze 122nd year of Ascendancy at 18:40 Killed by steamgun turret at level 20 on the 5th Decay 122nd year of Ascendancy at 04:10 Killed by Sleeping Polydawen at level 20 on the 5th Decay 122nd year of Ascendancy at 04:45 Killed by Assassin Lord at level 20 on the 2nd Regrowth 123rd year of Ascendancy at 15:26 Killed by ghoul at level 21 on the 9th Mirth 123rd year of Ascendancy at 23:14 Killed by Glagarewyn the lesser vampire at level 21 on the 9th Mirth 123rd year of Ascendancy at 23:47 Killed by Cyruyariwyn the vampire at level 21 on the 10th Mirth 123rd year of Ascendancy at 00:25 Killed by Celia at level 21 on the 10th Mirth 123rd year of Ascendancy at 01:01 Killed by Glagarewyn the lesser vampire at level 21 on the 10th Mirth 123rd year of Ascendancy at 02:27 Killed by Celia at level 21 on the 10th Mirth 123rd year of Ascendancy at 02:56 Killed by Cyruyariwyn the vampire at level 21 on the 10th Mirth 123rd year of Ascendancy at 03:30 Killed by Glagarewyn the lesser vampire at level 21 on the 10th Mirth 123rd year of Ascendancy at 04:05 Killed by Celia at level 21 on the 10th Mirth 123rd year of Ascendancy at 04:43 Killed by armoured skeleton warrior at level 21 on the 10th Mirth 123rd year of Ascendancy at 05:37 Killed by Celia at level 21 on the 10th Mirth 123rd year of Ascendancy at 06:27 Killed by Chanting Necromancer at level 21 on the 2nd Summertide 123rd year of Ascendancy at 16:08 Killed by Grand Necromancer at level 21 on the 2nd Summertide 123rd year of Ascendancy at 17:10 Killed by Sleeping Polydawen at level 21 on the 2nd Flare 123rd year of Ascendancy at 12:41 Killed by worm that walks at level 22 on the 2nd Flare 123rd year of Ascendancy at 16:24 Killed by armoured skeleton warrior at level 28 on the 9th Flare 123rd year of Ascendancy at 20:19 Killed by Lord of Skulls (warrior) at level 28 on the 9th Flare 123rd year of Ascendancy at 21:29 Killed by ghoul at level 28 on the 9th Flare 123rd year of Ascendancy at 22:08 Killed by The Master at level 28 on the 9th Flare 123rd year of Ascendancy at 22:50 Killed by armoured skeleton warrior at level 28 on the 9th Flare 123rd year of Ascendancy at 23:45 Killed by Belata the ghoul at level 29 on the 4th Dusk 123rd year of Ascendancy at 02:57 |
| Antimagic | Follower |
Primary Stats
| Strength | 65 (base 11) |
| Dexterity | 48 (base 10) |
| Constitution | 44 (base 23) |
| Magic | 10 (base 10) |
| Willpower | 91 (base 59) |
| Cunning | 85 (base 46) |
Resources
| Life | 974/974 |
| Equilibrium | 30 |
| Psi | 121/121 |
| Healing Factor | 1.2855007465519 |
| Regeneration | 30.085701905548 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.783646509902% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 7 |
| See Stealth | 63.572759011573 |
| See Invisible | 63.572759011573 |
Offense: Mainhand
| Damage | 151 |
| Accuracy | 69 |
| Crit Chance | 32% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 71 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Blight | +6% |
| Cold | +21% |
| Mind | +18% |
| All | 0% |
Offense: Damage Penetration
| Cold | +25% |
| Light | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 39 (35.65183292883%) |
| Defense | 45 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 38 |
| Mental Save | 48 |
Defense: Resistances
| Cold | + 21%( 70%) |
| Acid | + 3%( 70%) |
| Light | + 15%( 70%) |
| Nature | + 3%( 70%) |
| Darkness | + 3%( 70%) |
| Physical | + 23%( 70%) |
| Mind | + 18%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Pinning Resistance | 17% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 5% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 223 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 174 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 2/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Charged Shield |
| talent | Augmentation |
| talent | Kinetic Aura |
| talent | Thermal Aura |
| talent | Kinetic Shield |
| talent | Beyond the Flesh |
| talent | Skate |
| talent | Antimagic Shield |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved spell save by +12. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Heightened Senses (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 has completed an elixir of the fox without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Obliterator (48-72 power, 10 apr)5.0 T3 greatmaul 1H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 169% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 65 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
| Light source | Rimemortal1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +6% cold +6% blight Res.pen +25% cold Melee Ret 10 lightning ----- def ----- Resists +18% cold Max.HP +58.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
| On feet | Sewerseam (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +2 Con dps ---------- Dmg.mod +15% cold Res.pen +5% nature Melee Ret 2 nature On Hit (Melee): * 10% chance to slow global speed by 68% * 20% chance to reduce all saves and defense by 39 ----- def ----- Armour +3 Phys.save +13 (+5 eff.) Mind.save +15 (+5 eff.) A pair of boots made of leather. |
| Tool | Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
| On fingers | sneakthief's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +16 (+4 eff.) Apr +10 ----- def ----- Defense +10 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | solipsist's gold ring0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Rings make your fingers look great! |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 179% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +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. |
| On hands | restful hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +2 HP.reg +4.00 ---------- misc Stam/turn +0.80 Max.stam +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | Glitterweeper the hardened leather belt1.0 T3 belt armor [Rare] Psionic While equipped: Stats +6 Cun +6 Str dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +6% mind Res.pen +10% light ----- def ----- Resists +12% light Phys.save +10 (+4 eff.) ---------- misc Infravis +2 A belt that goes around your waist. |
| Cloak | Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.3 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 73 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
| Main armor | Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 150 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
mindweaver's steel amulet of cunning (+4)0.1 T2 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Mind.save +7 (+3 eff.) Confus- +12% Amulets make your neck look great! |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
warrior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
wizard's steel ring0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+3 eff.) Rings make your fingers look great! |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
gold ring 'Starnigh'0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +1 Dex +5 Mag +5 Cun +6 Con dps ---------- Crit.mult +10.00% Spell.pwr +9 (+4 eff.) Melee Ret 4 light ----- def ----- Resists +5% arcane +1% physical Die.at -40.00 life ---------- misc Max.stam +30.00 Rings make your fingers look great! |
Gravitational Staff (30-36 power, 8 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 35 [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+8 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 3.0 Pwr.cost 14 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 46.77 physical (gravity) damage. Each target moved beyond the first increases the damage by 5.85 (up to a maximum of 23.39 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
ethereal yew starstaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+6 eff.) Dmg.mod +20% darkness Phasing +11% ----- def ----- Defense +10 (+3 eff.) Shield.pwr +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew magestaff (26-31 power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 26.0 - 31.2 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +11 (+5 eff.) Dmg.mod +26% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Drake's Bane (45-68 power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 169% Wil Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
slime-covered stralite battleaxe of massacre (62-94 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Disrupt/Master Power 62.5 - 93.8 Physical Uses 169% Wil Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * 12% chance to slow global speed by 68% Massive two-handed battleaxes. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 180% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Spectral Blade (26-42 power, 25 apr)0.1 T2 greatsword 2H weapon Reqs Mag 18 [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 169% Wil, 10% Mag Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
truestriking steel greatsword (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 24.0 - 38.4 Physical Uses 169% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +9 (+2 eff.) Apr +7 Massive two-handed swords. |
dwarven-steel greatsword 'Gundur' (39-62 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Master Power 39.0 - 62.4 Physical Uses 169% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to reduce armor by 10% * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Dmg.mod +3% acid Res.pen +5% arcane +10% acid Acc +10 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +28% Massive two-handed swords. |
truestriking dwarven-steel longsword of projection (24-34 power, 4 apr)3.0 T3 longsword 1H weapon [Ego++] Master/Psionic Power 24.0 - 33.6 Physical Uses 148% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +7% physical Acc +8 (+2 eff.) Apr +7 Sharp, long, and deadly. |
Morrigor (50-70 power, 12 apr)3.0 T4 longsword 1H weapon Reqs Mag 40 [Unique] Arcane/Unknown Power 50.0 - 70.0 Physical Uses 105% Wil, 60% Mag Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 5.00 arcane and 5.00 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+8 eff.) ---------- misc Talents +1 Soul Purge Shock: Level 3.0 Pwr.cost 4 out of 4/4. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a bolt of lightning, doing 22.83 to 68.48 damage (45.65 average) and dazing the target for 3 turns. If the target resists the daze effect it is instead shocked, which halves stun/daze/pin resistance, for 5 turns. The damage will increase with your Spellpower. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Nature's Vengeance (40-56 power, 4 apr)3.0 T3 mace 1H weapon [Unique] Nature/Disrupt Power 40.0 - 56.0 Physical Uses 148% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +9.0% Atk.spd 100% Melee+ +10 silence +18 nature While equipped: dps ---------- Acc +6 (+2 eff.) Rush: Level 3.0 Pwr.cost 15 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
thought-forged dwarven-steel mace of enduring (24-34 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Nature/Psionic Power 24.0 - 33.6 Physical Uses 148% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +13 mind On Hit: * 10% chance to reduce all saves and defense by 39 While equipped: Stats +8 Wil +2 Cun +7 Con ----- def ----- Max.HP +10.00 Blunt and deadly. |
warbringer's dwarven-steel mace of projection (29-41 power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Master/Psionic Power 29.0 - 40.6 Physical Uses 148% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +5% physical ----- def ----- Disarm- +12% Blunt and deadly. |
acidic iron dagger of massacre (16-20 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 15.5 - 20.2 Physical Uses 94% Wil, 54% Cun Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 78% Wil, 70% Cun Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
arcing dwarven-steel dagger of erosion (20-27 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Nature Power 20.5 - 26.7 Physical Uses 94% Wil, 54% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly. |
hateful dwarven-steel dagger of erosion (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Nature/Psionic Power 18.5 - 24.1 Physical Uses 94% Wil, 54% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 nature +5 darkness Against +7% Living Sharp, short and deadly. |
truestriking dwarven-steel dagger of massacre (28-37 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 28.5 - 37.1 Physical Uses 94% Wil, 54% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +7 (+2 eff.) Apr +5 Sharp, short and deadly. |
Eye of Summer (8-9 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Eye of Winter (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Psionic Fury (12-13 power, 25 apr, mind damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 12.0 - 13.2 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+3 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Release a wave of psionic power, dealing 252.28 mind damage (based on Willpower) to all within radius 5. Uses 40 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
honing pulsing mindstar of disruption (14-15 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Disrupt/Psionic Power 14.0 - 15.4 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Against +6% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +4% physical Res.pen +4% physical ----- def ----- Resists +4% physical ---------- misc 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. |
pulsing mindstar of storms (12-13 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 12.0 - 13.2 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +3 Mag +1 Wil +3 Cun +2 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 8 lightning Dmg.mod +7% lightning Res.pen +12% lightning ----- def ----- Resists +8% lightning ---------- misc 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. |
pulsing mindstar of venom (14-15 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.5 - 14.9 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 8 acid Dmg.mod +7% acid Res.pen +7% acid ----- def ----- Resists +4% acid HP.reg +2.00 ---------- misc 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. |
Scorpion's Tail (28-31 power, 8 apr)3.0 T3 whip 1H weapon [Unique] Nature Power 28.0 - 30.8 Physical Uses 40% Wil, 108% Cun Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +5.0% Atk.spd 125% Melee+ +22 poison +22 bleed On Hit: 30% Disarm 3 While equipped: dps ---------- Acc +10 (+3 eff.) ---------- misc See.Stealth +9 See.Invis +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
Hare-Skin Sling4.0 T3 sling 1H weapon Reqs Shoot [Unique] Nature Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
ranger's iron steamgun of piercing4.0 T1 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +1 Dex dps ---------- Res.pen +6% all Acc +7 (+2 eff.) Apr +6 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's steel steamgun of piercing4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +7% all Acc +13 (+3 eff.) Apr +7 ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel steamgun of enduring4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Nature/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +7 Con +7 Wil ----- def ----- Max.HP +28.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
gunslinger's dwarven-steel steamgun of enduring4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego++] Nature/Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +7 Con +6 Wil dps ---------- Steampwr +9 (+3 eff.) Dmg.mod +14% physical ----- def ----- Max.HP +30.00 ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
overgrown dwarven-steel steamgun of piercing4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Nature/Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit: 10% Overgrowth 3 Uses 2.0 Steam While equipped: dps ---------- Res.pen +10% all Acc +8 (+2 eff.) Apr +8 ----- def ----- HP.reg +0.90 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
chilling pouch of steel shots of crippling (11/13, 22-26 power, 2 apr)3.0 T2 shot ammo [Ego+] Arcane/Master Power 22.0 - 26.4 Physical Uses 40% Wil, 125% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +9.5% Capacity 13 Ranged+ +6 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
elemental pouch of dwarven-steel shots of accuracy (2/20, 34-40 power, 3 apr)3.0 T3 shot ammo [Ego+] Arcane/Master Power 33.5 - 40.2 Physical Uses 40% Wil, 125% Cun Acc+ +0.2% base dam (max 20%) Acc +14 Apr +3 Crit +5.0% Capacity 20 On Hit: * Create an explosion dealing 15 lightning damage (1/turn) Shots are used with slings to pummel your foes to death. |
high-capacity pouch of dwarven-steel shots of erosion (37/41, 32-39 power, 3 apr)3.0 T3 shot ammo [Ego] Nature/Master Power 32.5 - 39.0 Physical Uses 40% Wil, 125% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 41 Ranged+ +9 nature While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
icy steel shield (0 def, 4 armour, 35.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 14 cold Melee Ret 3 ice ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's steel shield of the stars (0 def, 4 armour, 43.5 block)7.0 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: Stats +1 Str +1 Dex +1 Mag +2 Cun dps ---------- Dmg.mod +10% light +12% darkness Acc +6 (+2 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +11% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Black Mesh (8 def, 2 armour, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+3 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
dwarven-steel shield of resistance (0 def, 6 armour, 84 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +7% acid +7% fire +7% lightning +8% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Fire Dragon Shield (16 def, 9 armour, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+5 eff.) Rng.Def +15 (+5 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
focusing Rags of the Sanctuary (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Psionic While equipped: Stats +4 Mag +4 Wil ----- def ----- Resists +7% all ---------- misc Mana/turn +0.12 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +7% all ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+6 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Malodunakor the cured leather armour (6 def, 4 armour)9.0 T2 light armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% Mind.pwr +5 (+2 eff.) Melee Ret 4 mind ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Mind.save +3 (+1 eff.) Max.HP +25.00 ---------- misc Max.psi +30.00 A suit of armour made of leather. |
duelist's hardened leather armour of command (18 def, 11 armour)9.0 T3 light armor [Ego++] Master/Psionic While equipped: Stats +7 Cun +5 Dex ----- def ----- Armour +11 Defense +18 (+6 eff.) Fatigue +8% Mind.save +13 (+5 eff.) A suit of armour made of leather. |
hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +29.00 HP.reg +1.00 Heal.mod +12% A suit of armour made of leather. |
prismatic hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +17% lightning +11% light +13% darkness A suit of armour made of leather. |
rejuvenating hardened leather armour of resilience (9 def, 6 armour)9.0 T3 light armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +26.00 HP.reg +4.30 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
troll-hide hardened leather armour of fire resistance (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +18% fire Max.HP +32.00 HP.reg +3.30 Heal.mod +10% A suit of armour made of leather. |
enlightening dwarven-steel mail armour of delving (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +6 Str +4 Wil +5 Cun ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +11% darkness +7% physical Mind.save +10 (+4 eff.) ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
prismatic dwarven-steel mail armour of stability (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +6% physical +13% light +12% darkness Phys.save +12 (+4 eff.) A suit of armour made of mail. |
radiant dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +12% blight +14% darkness Max.HP +43.00 HP.reg +2.00 Heal.mod +12% ---------- misc Light +2 A suit of armour made of mail. |
stralite mail armour of the deep (4 def, 10 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +4 (+1 eff.) Fatigue +12% Resists +7% acid +9% cold ---------- misc Breathe water A suit of armour made of mail. |
Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+3 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Grinitohor the Taintgrinder1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Cun +7 Str dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +9% nature ----- def ----- Spell.save +9 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Bokefast the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Mag +3 Wil dps ---------- Dmg.mod +6% arcane Melee Ret 2 arcane ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Str +3 Con ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +2 (+0 eff.) Max.HP +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.9 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Stam/turn +0.60 Max.stam +15.00 A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
storm rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 lightning Dmg.mod +4% lightning Acc +10 (+3 eff.) ----- def ----- Armour +1 Resists +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc 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. |
shielding cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: Stats +4 Mag ----- def ----- Defense +2 (+0 eff.) Spell.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
cleansing rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +5% nature +5% blight A cap made of leather. |
miner's rough leather cap of constitution (+3) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +2 A cap made of leather. |
stabilizing rough leather cap of the depths (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% cold Phys.save +11 (+4 eff.) ---------- misc Breathe water A cap made of leather. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 24.78 mind and 21.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 23% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 23. Terrified: Deals 5.90 mind and 5.00 darkness damage per turn and increases cooldowns by 35%. Haunted: Causes the target to suffer 9.72 mind and 8.24 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Decayed Visage (0 def, 0 armour)1.0 T3 head armor Reqs Mag 25 [Unique] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil +1 Con dps ---------- Spell.crit +2% Dmg.mod +15% blight +5% arcane Melee Ret 10 vim draining blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +16% mind Mind.save +15 (+5 eff.) Confus- +36% ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 3% and all saves by 4, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
insulating dwarven-steel helm of dexterity (+5) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +5 Dex ----- def ----- Armour +4 Fatigue +4% Resists +7% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.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. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.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. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
73 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(143 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 36.85 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 36.85 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.3 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 4 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
extending yew totem of healing [power 236] (15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 236 Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
Antimagic! (Exploration mode)
Completed antimagic training in the Ziguranth camp.By MindSlaya the Cornac Mindslayer level 15
7th Haze 122nd year of Ascendancy at 19:28 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By MindSlaya the Cornac Mindslayer level 21
15th Pyre 123rd year of Ascendancy at 21:20 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By MindSlaya the Cornac Mindslayer level 18
50th Haze 122nd year of Ascendancy at 15:17 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By MindSlaya the Cornac Mindslayer level 16
18th Haze 122nd year of Ascendancy at 08:09 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By MindSlaya the Cornac Mindslayer level 21
48th Pyre 123rd year of Ascendancy at 21:31 see stats
Level 10 (Exploration mode)
Got a character to level 10.By MindSlaya the Cornac Mindslayer level 10
48th Dusk 122nd year of Ascendancy at 23:12 see stats
Level 20 (Exploration mode)
Got a character to level 20.By MindSlaya the Cornac Mindslayer level 20
79th Haze 122nd year of Ascendancy at 20:12 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By MindSlaya the Cornac Mindslayer level 20
2nd Regrowth 123rd year of Ascendancy at 18:04 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By MindSlaya the Cornac Mindslayer level 21
1st Time of Balance 123rd year of Ascendancy at 12:09 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By MindSlaya the Cornac Mindslayer level 6
79th Pyre 122nd year of Ascendancy at 00:00 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By MindSlaya the Cornac Mindslayer level 21
80th Regrowth 123rd year of Ascendancy at 23:27 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By MindSlaya the Cornac Mindslayer level 17
47th Haze 122nd year of Ascendancy at 19:00 see stats
Log
Lore found: Forbidden Tome: "A View From The Gallery"
You can read all your collected lore in the game menu, by pressing Escape.
You end your target with a crushing blow!
Ghoul's is vulnerable to attacks and effects!
MindSlaya damages herself through Martyrdom!
Ghoul hits MindSlaya for (8 to psi shield), 12 physical, (1 to psi shield), 2 physical (14 total damage).
MindSlaya's Beyond the Flesh hits Ghoul for (8 resilience), 292 physical, 38 physical (331 total damage).
MindSlaya's Beyond the Flesh killed Ghoul!
MindSlaya is no longer attuned.
MindSlaya picks up (q.): dwarven-steel greatsword 'Gundur' (39-62 power, 2 apr).
Resting starts...
Talent Infusion: Wild is ready to use.
Talent Infusion: Regeneration is ready to use.
MindSlaya is free from the hex.
Talent Realign is ready to use.
Talent Brain Storm is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).
MindSlaya picks up ( .): amethyst.
MindSlaya picks up (6.): prismatic dwarven-steel mail armour of stability (3 def, 8 armour).
MindSlaya picks up (S.): swashbuckler's steel shield of the stars (0 def, 4 armour, 43.5 block).
MindSlaya picks up (r.): truestriking dwarven-steel longsword of projection (24-34 power, 4 apr).
Ran for 17 turns (stop reason: at object).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.



























































































































































