












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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 | Male |
| Race | Dwarf |
| Class | Mindslayer |
| Level / Exp | 23 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 23 on the 40th Profit 122nd year of Ascendancy at 05:52 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 20 (base 11) |
| Dexterity | 13 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 60 (base 46) |
| Cunning | 67 (base 51) |
Resources
| Life | -23/574 |
| Equilibrium | 47 |
| Psi | 47/220 |
| Healing Factor | 1.0711363549267 |
| Regeneration | 1.0175795371804 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 49 |
| Crit Chance | 22% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 47 |
| Accuracy | 49 |
| Crit Chance | 24% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +6% |
| Nature | +14% |
| Cold | +10% |
| Lightning | +24% |
| Fire | +24% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Lightning | +40% |
| Fire | +50% |
| Cold | +20% |
Defense: Base
| Armour (hardiness) | 36 (30%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 40 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 15%( 70%) |
| Cold | + 40%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 33%( 70%) |
| Temporal | + 13%( 70%) |
| Darkness | + 27%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 408 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 177 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Psionic / Projection | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Thermal mastery | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Augmented striking | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You failed to protect the lost sun paladin from death by Yvorivena the lesser vampire. Escort: lost sun paladin (level 3 of Scintillating Caves) | failed |
You failed to protect the worried loremaster from death by worm that walks. Escort: worried loremaster (level 3 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Equipment
| Psionic focus | Blood-Letter (151% power, 4.5 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Dex 24,Str 40 [Unique] Nature/Master Weapon Damage 151% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +7.0% Attack Speed 100% Damage Conversion 50% ice On Hit: 15% Ice Breath level 2 While equipped: offense ------ Ignore resists +20% cold defense ------ Armor +20 Pierce Iceblocks +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 111% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
| Light source | Duathelwill the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Str +1 Dex offense ------ When Hit 2 darkness defense ------ Armor +4 Resistance +6% darkness Life +43.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Sunbloom (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Con offense ------ Mind Crit +1% Damage +6% light When Hit 2 light defense ------ Armor +3 Fatigue +5% other ------- Hate-on-crit +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | pair of iron boots 'Corruptionmarrow' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +9% nature Ignore resists +5% darkness defense ------ Armor +3 Fatigue +2% Resistance +5% lightning +6% temporal +6% nature +6% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Tahir the Weepwrest [power 218] (15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +25% fire When Hit 10 nature On-Hit (Melee): * 20% chance to slow global speed by 61% defense ------ Resistance +9% cold Sting an enemy dealing 249 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce fatigue by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's steel ring of frost (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +10% cold Accuracy +6 (+3 eff.) defense ------ Resistance +20% cold Rings make your fingers look great! |
| On fingers | copper ring 'Runogrim'0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Mag +5 Wil +5 Cun offense ------ Mindpower +6 (+2 eff.) defense ------ Resistance +9% blight +3% darkness +3% acid Spell save +3 (+1 eff.) Rings make your fingers look great! |
| Around neck | Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+8 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Flashgasher the vined mindstar (87% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature Weapon Damage 87% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +12 fire On-Hit, radius 1 +16 fire On Hit: * 20% chance to reduce armor by 15% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +3% acid +18% fire When Hit 4 acid defense ------ Resistance +6% darkness Life +16.00 Life Regen +0.70 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Relgideyon1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Cun +2 Str offense ------ Critical power +10.00% defense ------ Resistance +5% fire +6% cold other ------- Max stamina +10.00 Max hate +6.00 Max psi +40.00 A belt that goes around your waist. |
| In off hand | living mindstar of storms (114% power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature Weapon Damage 114% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +1 Str +1 Dex +1 Mag +2 Wil +3 Cun +2 Con offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) On-Hit 5 lightning Damage +8% lightning Ignore resists +10% lightning defense ------ Resistance +4% lightning 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. |
| Cloak | Gloradata the Tempestwinnow (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +2 (+1 eff.) Mindpower +15 (+5 eff.) Ignore resists +10% lightning defense ------ Defense +1 (+1 eff.) Fatigue -2% Mind save +3 (+1 eff.) other ------- EQ when Hit +0.08 Hate-on-crit +1.00 Max psi +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Heatreaper (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +16% lightning +6% fire Ignore resists +20% lightning +25% fire defense ------ Resistance +19% lightning +3% fire +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the psychic (heal 164; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 546%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 546% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 300; 16 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 300 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 19%; physical; dur 3; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 29%; mental; dur 2; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 20%; mental; dur 3; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 3; phase 14; cd 14)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 3 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 418; dur 3; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 418 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
serendipitous copper amulet0.1 Encumbrance T1 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck offense ------ Accuracy +7 (+4 eff.) defense ------ Defense +7 (+4 eff.) Resist unseen 11% Amulets make your neck look great! |
copper ring 'Silurin'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% fire defense ------ Defense +30 (+16 eff.) Resistance +3% acid +22% fire Unlife -20.00 life Life +20.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
rogue's steel ring of arcana (+0.13/turn)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun defense ------ Defense +8 (+5 eff.) Silence Resist +22% other ------- Mana/turn +0.13 Rings make your fingers look great! |
rogue's steel ring of light (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun offense ------ Damage +12% light defense ------ Defense +6 (+4 eff.) Resistance +24% light Rings make your fingers look great! |
Islatta the Flashmistress (153% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Random Unique] Arcane/Master Weapon Damage 154% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% Ignore Shields +30% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: offense ------ Ignore resists +5% lightning Accuracy +7 (+4 eff.) defense ------ Defense +7 (+4 eff.) Disarm Resist +39% Massive two-handed battleaxes. |
Stormfront (147% power, 15 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Nature Weapon Damage 147% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% On-hit +15 lightning +15 cold On Critical: * inflicts either shocked or wet, chosen at random While equipped: offense ------ Damage +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Noonreign the steel greatmaul (145% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Nature Weapon Damage 146% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +12 nature On-crit, radius 2 +8 lightning +8 light While equipped: offense ------ Damage +12% light Ignore resists +15% light On-Hit (Melee): * 20% chance to slow global speed by 61% defense ------ Resistance +6% blight +15% cold Massive two-handed mauls. |
Snowsear the steel greatmaul (146% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Nature Weapon Damage 147% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +19 lightning +39 cold While equipped: offense ------ Move Speed +35% Ignore resists +14% lightning +14% cold When Hit 10 darkness 10 cold other ------- Light +3 Massive two-handed mauls. |
Winterclamor the steel greatmaul (140% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 141% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Critical: * Wound the target dealing 145 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +4 Str +3 Cun offense ------ Physical Crit +9.0% Physical Power +7 (+3 eff.) Damage +6% cold +10% physical Accuracy +10 (+5 eff.) defense ------ Crit Resistance 5.00% Massive two-handed mauls. |
steel greatmaul 'Armimathel' (141% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Arcane/Nature/Psionic Weapon Damage 142% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +9 fire On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +10 Con +7 Wil defense ------ Resistance +2% physical +3% nature +3% temporal Life +56.00 Stun Resist +10% Massive two-handed mauls. |
thought-forged dwarven-steel greatsword of shearing (157% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master/Psionic Weapon Damage 158% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 mind On Hit: * 19% chance to reduce all saves and defense by 33 While equipped: Stats +5 Cun +5 Wil offense ------ Ignore resists +12% all Accuracy +14 (+7 eff.) Ignore Armor +12 Massive two-handed swords. |
truestriking iron greatsword (125% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego+] Master Weapon Damage 125% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Ignore resists +9% physical Accuracy +9 (+5 eff.) Ignore Armor +9 Massive two-handed swords. |
Glintwrither (85% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +20 light On Hit: * 20% chance to reduce armor by 15% While equipped: Stats +4 Cun offense ------ Mind Crit +2% Critical power +8.00% Mindpower +4 (+1 eff.) On-Hit (Melee): * 20% chance to reduce armor by 15% defense ------ Resistance +3% cold 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. |
Kinetic Focus (88% power, 18 apr, physical damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 89% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Physical Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +10% physical Ignore resists +6% physical defense ------ Resistance +10% physical Physical save +6 (+3 eff.) other ------- Psi-on-crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
Manerand (87% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 87% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Cun offense ------ Mind Crit +2% Critical power +7.00% Mindpower +4 (+1 eff.) Ignore resists +20% temporal defense ------ Defense +15 (+8 eff.) Crit Resistance 15.00% Spell save +3 (+1 eff.) Life Regen +4.00 Teleport Resist +20% 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. |
Samenik the vined mindstar (85% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 3 lightning 3 physical 10 darkness 3 acid 2 fire 12 mind 3 cold Damage +6% mind +7% darkness Ignore resists +15% blight defense ------ Resistance +3% lightning +2% physical +4% cold +3% fire +2% acid Crit Resistance 10.00% 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. |
Serpent's Glare (91% power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 92% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 133.14 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
blooming vined mindstar of resolve (87% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 87% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) defense ------ Spell save +2 (+0 eff.) Healmod +12% Heal-on-summon +12 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted mossy mindstar (77% power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 77% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +4 (+1 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. |
honing thorny mindstar (94% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind 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 +1 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Damage +4% physical Ignore resists +4% physical defense ------ Resistance +3% physical 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. |
living mindstar of resolve (112% power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 112% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) defense ------ Spell save +2 (+0 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. |
Silydarin (125% power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Weapon Damage 126% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Cun +4 Con offense ------ Spell Crit +7% Spellpower +6 (+6 eff.) Damage +15% fire defense ------ Physical save +6 (+3 eff.) Healmod +15% Confus Resist +20% Stun Resist +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal ash vilestaff of breaching (125% power, 3 apr, blight element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego++] Arcane Weapon Damage 126% Range: 1.0x-1.2x Uses 80% Mag Damage Physical 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% Critical power +19.00% Spellpower +9 (+9 eff.) On-Hit 16 fire Damage +15% blight Ignore resists +8% blight other ------- See Invisibility +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Snowlord the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Dex +4 Cun +5 Lck offense ------ Damage +12% mind defense ------ Resistance +3% lightning +6% cold +5% arcane +9% nature Stealth +5 other ------- Disarm Traps +7 Infravision +3 A belt that goes around your waist. |
hardened leather belt 'Quenchpunish'1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +5.0% Critical power +8.00% Physical Power +5 (+2 eff.) Damage +9% acid +12% cold Ignore resists +10% cold defense ------ Resistance +12% acid +15% fire +6% lightning +19% cold A belt that goes around your waist. |
linen cloak of fog (5 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Nature While equipped: defense ------ Defense +5 (+3 eff.) Resistance +11% light +11% fire Stealth +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gilarodig the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: Stats +3 Cun offense ------ Damage +18% acid +12% temporal Ignore resists +15% temporal defense ------ Resistance +7% lightning +7% darkness +7% cold +7% blight +7% fire +7% light +7% all Physical save +11 (+5 eff.) Spell save +23 (+7 eff.) Mind save +11 (+4 eff.) other ------- EQ when Hit +0.08 Max psi +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+7 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 45.87 to 57.33 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
verdant woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con offense ------ Damage +8% nature defense ------ Resistance +9% all Poison Resist +20% Disease Resist +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cuthiyadar (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +1 Resistance +18% lightning +8% temporal Life +60.00 Confus Resist +20% A pair of boots made of leather. |
Falodrahir (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Wil defense ------ Armor +3 Fatigue -4% Resistance +3% cold Physical save +6 (+3 eff.) Spell save +3 (+1 eff.) Unlife -80.00 life Disease Resist +20% Teleport Resist +10% other ------- Encumbrance +25 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Singewedge (0 def, 7 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +5% fire defense ------ Armor +7 Resistance +9% fire +6% cold Unlife -60.00 life Poison Resist +10% Cut Resist +10% Silence Resist +20% A pair of boots made of leather. |
hardened leather gloves 'Duskgrind' (0 def, 9 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 7 physical Damage +18% darkness +5% physical Ignore resists +15% darkness +5% mind defense ------ Armor +9 Resistance +12% mind +3% darkness Unarmed combat: Weapon Damage 128% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +8 physical On-crit, radius 2 +6 physical On Hit: 10% Sand Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lightningcutter the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +15% lightning +11% fire defense ------ Defense +1 (+1 eff.) Resistance +6% acid +16% fire +6% temporal Crit Resistance 15.00% Silence Resist +20% A pointy cloth hat, very wizardly... |
rough leather cap 'Xanarama' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +9% physical Accuracy +5 (+3 eff.) On-Hit (Melee): * 20% chance to reduce armor by 15% defense ------ Armor +1 Fatigue +1% Resistance +8% cold Physical save +9 (+4 eff.) Unlife -40.00 life other ------- Breathe water A cap made of leather. |
cleansing dwarven-steel mail armour of lightning resistance (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Disrupt/Master While equipped: defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +12% blight +10% nature +15% lightning A suit of armour made of mail. |
rejuvenating iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Nature While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Life Regen +2.40 other ------- Stamina/turn +0.60 A suit of armour made of mail. |
cured leather armour 'Halarek' (6 def, 4 armour)9.0 Encumbrance T2 light armor [Rare] Master While equipped: Stats +3 Mag defense ------ Armor +4 Defense +6 (+4 eff.) Fatigue +7% Resistance +7% physical Crit Resistance 15.00% Physical save +13 (+6 eff.) other ------- Psi when Hit +0.24 Hate-on-crit +2.00 Infravision +2 A suit of armour made of leather. |
5 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. |
370 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. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+4 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
crystalomancer's iron pickaxe (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Ego+] Arcane While equipped: Stats +1 Str +2 Mag offense ------ Spell Crit +5% other ------- Max mana +25.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(117 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Eremydig the Bloomravager (16/16, 135% power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Rare] Nature Weapon Damage 135% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 16 Projectile Speed +200% On-ranged-hit +20 nature +20 fire On-Hit, radius 1 +20 mind On-crit, radius 2 +16 nature On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 104 physical damage Shots are used with slings to pummel your foes to death. |
steel torque of mindblast [power 150] (15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of healing 'Rainrot' [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +5% acid On-Hit (Melee): * 20% chance to slow global speed by 61% defense ------ Resistance +3% nature +9% darkness +3% light Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
11 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Bodelin the Dwarf Mindslayer level 20
22nd Profit 122nd year of Ascendancy at 07:52 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Bodelin the Dwarf Mindslayer level 9
24th Voratun 122nd year of Ascendancy at 11:41 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Bodelin the Dwarf Mindslayer level 22
38th Profit 122nd year of Ascendancy at 00:19 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Bodelin the Dwarf Mindslayer level 10
29th Voratun 122nd year of Ascendancy at 22:59 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Bodelin the Dwarf Mindslayer level 20
18th Profit 122nd year of Ascendancy at 08:05 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Bodelin the Dwarf Mindslayer level 6
18th Voratun 122nd year of Ascendancy at 05:04 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bodelin the Dwarf Mindslayer level 16
6th Profit 122nd year of Ascendancy at 21:56 see stats
Log
Bodelin uses Quick as Thought.
Bodelin speeds up.
You are unable to move!
You are unable to move!
Armoured skeleton warrior slows down.
Bodelin hits Armoured skeleton warrior for 15 mind, 6 fire, 2 lightning, 8 fire, 22 mind, 2 lightning (54 total damage).
Armoured skeleton warrior is no longer out of phase.
Skeleton master archer shoots!
Armoured skeleton warrior uses Block.
Brain Storm is still on cooldown for 7 turns.
Bodelin activates Forcefield.
Bodelin performs a melee critical strike against Armoured skeleton warrior!
Armoured skeleton warrior's armor corrodes!
Bodelin hits Armoured skeleton warrior for 30 mind, 6 fire, 2 lightning, 8 fire, 29 mind, 2 lightning (79 total damage).
Bodelin deactivates Beyond the Flesh.
Talent Matter is Energy is ready to use.
Talent Antimagic Zone is ready to use.
Talent Dig is ready to use.
Skeleton master archer's Shoot hits Bodelin for (28 to psi shield), 29 physical, (5 to psi shield), 5 physical (35 total damage).
Armoured skeleton warrior uses Block.
Saluma the red crystal casts Temporal Fugue.
Bodelin hits Armoured skeleton warrior for 20 mind, (6 blocked), 0 fire, (2 blocked), 0 lightning, (8 blocked), 0 fire, 29 mind, (2 blocked), 0 lightning (49 total damage).
Skeleton master archer shoots!
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior performs a melee critical strike against Bodelin!
Melee retaliation hits Armoured skeleton warrior for (2 blocked), 0 acid, (1 blocked), 0 light, (5 blocked), 0 nature, (1 blocked), 0 darkness, (2 blocked), 0 acid, (1 blocked), 0 light, (5 blocked), 0 nature, (1 blocked), 0 darkness (0 total damage).
Armoured skeleton warrior hits Bodelin for (64 to psi shield), 67 physical, (5 to psi shield), 5 acid, (57 to psi shield), 60 physical (132 total damage).
Bodelin the level 23 dwarf mindslayer was cleaved to death by an armoured skeleton warrior on level 3 of Old Forest.




















































































































