












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. Items Vault 1.7.6Donators/Buyers bonus! Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 31 / 54% |
| Size | small |
| Lifes / Deaths | Killed by ravaging entropic rip at level 1 on the 73rd Dusk 122nd year of Ascendancy at 14:30 0 / 8Killed by Mayodhenor the minotaur at level 12 on the 26th Haze 122nd year of Ascendancy at 10:54 Killed by Mayuth the forest troll at level 12 on the 27th Haze 122nd year of Ascendancy at 07:21 Killed by Nerybeth the giant ice ant at level 20 on the 4th Regrowth 123rd year of Ascendancy at 17:24 Killed by Emelyseba the Treant's mucus ooze at level 21 on the 6th Regrowth 123rd year of Ascendancy at 14:09 Killed by corrupted broken golem at level 29 on the 35th Pyre 123rd year of Ascendancy at 07:24 Killed by Poltergeist Kinetic Focus at level 30 on the 41st Pyre 123rd year of Ascendancy at 06:13 Killed by Islulevea the ink squid at level 31 on the 63rd Pyre 123rd year of Ascendancy at 07:09 |
Primary Stats
| Strength | 31 (base 15) |
| Dexterity | 83 (base 60) |
| Constitution | 21 (base 10) |
| Magic | 23 (base 10) |
| Willpower | 28 (base 10) |
| Cunning | 95 (base 60) |
Resources
| Life | -224/900 |
| Stamina | 144/235 |
| Healing Factor | 1.384804467222 |
| Regeneration | 11.424636854581 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 8 |
| See Stealth | 48.718619386048 |
| See Invisible | 54.718619386048 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 65 |
| Crit Chance | 48% |
| APR | 37 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 57 |
| Accuracy | 65 |
| Crit Chance | 46% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +15% |
| Lightning | +23% |
| Acid | +14% |
| All | 0% |
Offense: Damage Penetration
| Acid | +24% |
| Blight | +14% |
| Physical | +15% |
| Cold | +14% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 24 (49.007671158813%) |
| Defense | 67 |
| Ranged Defense | 67 |
| Fatigue | 0 |
| Physical Save | 36 |
| Spell Save | 21 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 19%( 70%) |
| Physical | + 1%( 70%) |
| Cold | + 10%( 70%) |
| All | 0%( 70%) |
| Lightning | + 41%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 6%( 70%) |
| Darkness | + 15%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Stun Resistance | 45% |
| Teleport Resistance | 10% |
| Pinning Resistance | 32% |
| Knockback Resistance | 71% |
| Disarm Resistance | 32% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 728% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 32% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 245 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 378 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 2.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Burb the snow giant champion. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 Possessed. | 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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of elder vampire blood. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice wyrm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed length of troll intestine. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed xorn fragment. * You've found the needed snow giant kidney. | active |
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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Arcstinger' (4 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +3 Wil +4 Cun +1 Con offense ------ Damage +9% lightning defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue -6% Physical save +18 (+7 eff.) Mind save +10 (+5 eff.) other ------- Encumbrance +22 See Invisibility +6 Evasion: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 5.2 Power cost 25 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 49 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | Hornet Stingers (20/20, 117% power, 10 apr)3.0 Encumbrance T2 arrow ammo [Unique] Nature Weapon Damage 117% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
| Light source | brass lantern 'Xanerata'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Con offense ------ Physical Crit +1.0% Ignore resists +5% blight +15% acid Accuracy +15 (+4 eff.) defense ------ 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 | hardened leather cap 'Skysteel' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Cun +4 Dex offense ------ Ignore resists +5% cold defense ------ Armor +3 Fatigue +3% Resistance +11% nature +3% lightning Crit Resistance 10.00% Spell save +5 (+3 eff.) Life +65.00 Healmod +15% other ------- Infravision +2 A cap made of leather. |
| On hands | Snow Giant Wraps (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 2.0 Power cost 5 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 115.04 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Tool | elm totem of stinging 'Braniruimas' [power 122] (11/13 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Defense +5 (+2 eff.) Resistance +6% temporal +1% physical Life +20.00 Stun Resist +20% Teleport Resist +10% Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Life Regen +3.00 Stun Resist +25% Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 Encumbrance T4 ring jewelry [Unique] Arcane While equipped: Stats +2 Str offense ------ Damage +14% acid +12% physical +14% lightning defense ------ Armor +4 Defense +10 (+3 eff.) Resistance +28% acid +3% light +28% lightning Life +32.00 Disarm Resist +32% Pinning Resist +32% Knockbk Resist +21% Cannot be unequipped or rerolled until level 33. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | enhanced stralite dagger of evisceration (137% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 137% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Critical: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Str +3 Dex +7 Mag +7 Wil +7 Cun +7 Con offense ------ Physical Crit +8.0% Physical Power +10 (+3 eff.) Sharp, short and deadly. |
| Around waist | noble's rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +16% Summoned defense ------ Resistance +6% blight Resist Against +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | truestriking dwarven-steel dagger of shearing (119% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego++] Master Weapon Damage 120% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Ignore resists +6% physical +9% all Accuracy +24 (+6 eff.) Ignore Armor +17 Sharp, short and deadly. |
| Cloak | cashmere cloak 'Armydin' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +2 Str offense ------ Physical Power +10 (+3 eff.) Damage +3% physical Accuracy +5 (+1 eff.) On-Hit (Melee): * 10% chance to reduce armor by 24% defense ------ Defense +2 (+1 eff.) Resistance +14% nature +13% blight Physical save +15 (+6 eff.) Life Regen +5.00 Healmod +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | nimble hardened leather armour of the hero (17 def, 6 armour)9.0 Encumbrance T3 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +3 Str +8 Dex +6 Mag +4 Wil +3 Cun offense ------ Move Speed +20% defense ------ Armor +6 Defense +17 (+5 eff.) Fatigue +8% Life +41.00 A suit of armour made of leather. |
Inventory
wild infusion of the duelist (res 35%; mental; dur 3; 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 cure yourself of one random mental effect and reduce all damage taken by 35% 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. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Bleakvagrant the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +3% acid Ignore resists +15% darkness When Hit 2 darkness On-Hit (Melee): * 10% chance to reduce armor by 24% defense ------ Resistance +13% temporal Physical save +12 (+5 eff.) Spell save +11 (+6 eff.) Mind save +11 (+5 eff.) Pinning Resist +22% Knockbk Resist +22% Amulets make your neck look great! |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+6 eff.) Spell save +15 (+8 eff.) Mind save -7 (-3 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
restful copper amulet of manastreaming =+2 Mag=0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 defense ------ Fatigue -4% Life Regen +2.00 other ------- Mana/turn +0.10 Max mana +23.00 Amulets make your neck look great! |
Brenuregothad the copper ring =+3 Mag=0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Mag offense ------ Critical power +5.00% Mindpower +20 (+7 eff.) Damage +3% mind When Hit 2 mind defense ------ Fatigue -5% Crit Resistance 15.00% other ------- Encumbrance +22 Rings make your fingers look great! |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
conjurer's steel ring of misery =+4 Mag=0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil +2 Cun offense ------ Spellpower +7 (+3 eff.) On-Hit 5 physical On-Ranged-Hit 8 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 25 On-Hit (Ranged): * 13% chance to reduce all saves and defense by 25 other ------- Hate-on-crit +1.00 Max hate +6.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
gladiator's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +6 Con offense ------ Physical Power +7 (+2 eff.) Accuracy +9 (+2 eff.) Ignore Armor +7 defense ------ Defense +11 (+3 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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! |
gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
Xaldalle the Lightslicer (138% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Master Weapon Damage 139% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Mag +5 Con defense ------ Resistance +3% physical +15% fire +6% darkness +9% light Spell save +6 (+3 eff.) Massive two-handed battleaxes. |
Moon (100% power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 100% Range: 1.0x-1.3x Uses 20% Cun, 20% Dex Damage Darkness Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Olugagorn the stralite dagger (138% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 139% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% Ignore Shields +30% On-hit +16 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +2 Str offense ------ Damage +3% acid +7% physical Accuracy +9 (+2 eff.) When Hit 6 physical defense ------ Physical save +9 (+4 eff.) Sharp, short and deadly. |
Spellblaze Shard (120% power, 10 apr) =+5 Mag=1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex, 15% Mag Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 68.80 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (111% power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Cun, 55% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Betorinn (144% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Master Weapon Damage 144% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +10.0% Attack Speed 100% On-hit +8 physical While equipped: offense ------ Physical Power +30 (+10 eff.) Accuracy +10 (+3 eff.) Massive two-handed mauls. |
quick stralite greatsword of torment (160% power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego++] Master/Psionic Weapon Damage 160% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +6 Dex offense ------ Combat Speed +10% Accuracy +16 (+4 eff.) Massive two-handed swords. |
steel longsword 'Splendourwend' (114% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Rare] Arcane Weapon Damage 114% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +31 temporal On-crit, radius 2 +8 light While equipped: offense ------ Ignore resists +10% mind +25% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +8% temporal other ------- EQ when Hit +0.08 Max psi +20.00 Sharp, long, and deadly. |
Kindlewither the dwarven-steel mace (146% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Rare] Master Weapon Damage 146% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Damage +3% mind +12% light Ignore resists +15% mind +25% nature On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Resistance +12% light Blunt and deadly. |
Offalobeisance the steel mace (107% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Arcane Weapon Damage 107% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage While equipped: offense ------ Damage +6% lightning Ignore resists +25% blight On-Hit (Melee): * 20% chance to slow global speed by 51% other ------- Vim-on-crit +2.00 Max mana +100.00 Blunt and deadly. |
Eye of Summer (94% power, 18 apr, fire damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Fire Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Global Speed +5% Damage +10% fire Ignore resists +10% fire defense ------ Resistance -10% cold On Mind Hit: 10% Flame Fury level 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
hungering thorny mindstar (97% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 97% 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: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) other ------- Hate/kill +3.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 67.80 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 17 turn cooldown 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. |
Kor's Fall (100% power, 0 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+3 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 5 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 99.78 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (200). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
ash magestaff 'Shockwalker' (111% power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Rare] Master Weapon Damage 111% 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 +10% Mind Crit +2% Critical power +14.00% Spellpower +6 (+3 eff.) Mindpower +15 (+6 eff.) Damage +12% lightning +15% fire On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Resistance +15% nature other ------- Psi when Hit +0.08 Max psi +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Arasemina =+11 Mag=1.0 Encumbrance T3 belt armor [Random Unique] Arcane While equipped: Stats +11 Mag +11 Wil offense ------ Spell Crit +9% Mindpower +10 (+4 eff.) Damage +15% mind defense ------ Armor +9 other ------- Max psi +20.00 Create a temporary shield that absorbs 278 damage Puts all charms on 25 turn cooldown A belt that goes around your waist. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Moldripper the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +18% nature Ignore resists +10% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Life +35.00 other ------- Light +3 A belt that goes around your waist. |
Rope Belt of the Thaloren1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+6 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
hardened leather belt 'Eloyawe'1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +5 Wil offense ------ Physical Power +2 (+0 eff.) Against +23% Summoned defense ------ Resistance +6% light +1% physical Resist Against +24% Summoned Spell save +7 (+4 eff.) Unlife -40.00 life Life Regen +1.20 Healmod +14% Poison Resist +10% other ------- Size +1 A belt that goes around your waist. |
spiritwalker's hardened leather belt of magery =+10 Mag=1.0 Encumbrance T3 belt armor [Ego++] Arcane While equipped: Stats +6 Wil +10 Mag offense ------ Spell Crit +4% other ------- Mana/turn +0.25 Max mana +21.00 A belt that goes around your waist. |
Eilinarenne the Sepsisbright (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +9 Cun +3 Dex offense ------ Mindpower +25 (+9 eff.) Ignore resists +25% nature Accuracy +6 (+2 eff.) Ignore Armor +6 defense ------ Defense +2 (+1 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rhadan the Rimesmash (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Psionic While equipped: Stats +6 Mag +6 Wil offense ------ Damage +12% temporal Ignore resists +25% temporal When Hit 2 mind 4 cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Resistance +12% cold +11% all other ------- Mana/turn +0.21 Psi/turn +0.24 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Porulenn the Curestake (0 def, 3 armour) =+3 Mag=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Str +3 Mag +3 Con offense ------ Damage +3% nature Ignore resists +15% nature defense ------ Armor +3 Fatigue +2% other ------- See Invisibility +3 Rush: Puts all charms on 21 turn cooldown Effective talent level: 2.6 Power cost 21 out of 25/25. Range 7 Cooldown: 27 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
scholar's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Armor +4 Fatigue +3% other ------- Stamina/turn +0.60 Max stamina +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ebonyoracle of the Blightspawn (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +6 Dex offense ------ On-Hit 13 nature Damage +8% nature Accuracy +16 (+4 eff.) Ignore Armor +12 When Hit: * 34% chance to reduce strength, dexterity, and constitution by 14 * 39% chance to reduce damage dealt by 20% defense ------ Armor +3 Resistance +3% blight +1% physical +7% nature +8% darkness Disarm Resist +10% Confus Resist +20% other ------- Max hate +6.00 Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Nightnail of the Blightspawn (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun offense ------ Physical Crit +15.0% Spell Crit +9% Mind Crit +12% Critical power +13.00% On-Hit 10 fire Damage +5% fire Ignore resists +5% cold Accuracy +8 (+2 eff.) On-Hit (Melee): * 20% chance to reduce armor by 24% When Hit: * 35% chance to reduce strength, dexterity, and constitution by 14 * 25% chance to reduce damage dealt by 20% defense ------ Armor +3 Resistance +6% acid +7% fire +10% darkness +9% cold other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 13 turn cooldown Effective talent level: 2.6 Power cost 13 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Polarin the iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 5 acid Damage +3% acid defense ------ Armor +1 Fatigue +1% Resistance +5% acid +3% blight Physical save +3 (+1 eff.) Unlife -60.00 life Life +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive voratun gauntlets of butchering (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ Physical Power +9 (+3 eff.) On-Hit 5 acid Damage +4% acid Accuracy +9 (+2 eff.) Ignore Armor +8 defense ------ Armor +3 Fatigue +5% Resistance +9% blight +8% acid Spell save +17 (+9 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of spellstriking (0 def, 2 armour) =+5 Mag=1.5 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +7 (+3 eff.) On-Hit 6 arcane Damage +3% arcane defense ------ Armor +2 Fatigue +3% Resistance +3% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Chillripper the rough leather cap (5 def, 5 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +6% cold defense ------ Armor +5 Defense +5 (+2 eff.) Fatigue +1% Resistance +6% nature Life +40.00 other ------- Infravision +2 A cap made of leather. |
dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Loronik' (1 def, 0 armour) =+3 Mag=2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Ignore resists +15% arcane +10% acid When Hit 10 acid On-Hit (Melee): * 10% chance to reduce all saves and defense by 25 defense ------ Defense +1 (+1 eff.) Resistance +5% arcane Spell save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
starseer's cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: offense ------ Damage +6% darkness +7% temporal +3% light +7% physical defense ------ Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
dwarven-steel mail armour of resilience (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego] Nature While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Life +38.00 A suit of armour made of mail. |
rejuvenating iron mail armour of implacability (2 def, 9 armour)14.0 Encumbrance T1 heavy armor [Ego+] Nature/Master While equipped: defense ------ Armor +9 Defense +2 (+1 eff.) Fatigue +7% Physical save +6 (+3 eff.) Life Regen +2.30 other ------- Stamina/turn +0.60 A suit of armour made of mail. |
drakeskin leather armour of Toknor (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Master While equipped: offense ------ Physical Crit +4.0% Critical power +14.00% Physical Power +7 (+2 eff.) defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
troll-hide cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Life +35.00 Life Regen +4.10 Healmod +10% A suit of armour made of leather. |
Voidtickler (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Rare] Psionic While equipped: Stats +4 Wil +3 Con offense ------ On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Armor +11 Fatigue +22% Resistance +15% lightning +12% acid +9% darkness +5% mind Mind save +18 (+7 eff.) A suit of armour made of metal plates. |
Bindings of Eternal Night (12 def, 12 armour)6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag offense ------ Damage +15% cold +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+3 eff.) Resistance +30% blight -10% fire +30% darkness -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
focusing mummy wrappings of protection (7 def, 5 armour) =+15 Mag=6.0 Encumbrance T4 mummy armor [Ego] Master/Psionic While equipped: Stats +6 Wil +15 Mag offense ------ Spellpower +9 (+4 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +5 Defense +7 (+2 eff.) Fatigue +2% Resistance -25% fire Physical save +23 (+9 eff.) other ------- Mana/turn +0.22 Psi/turn +0.19 Decaying mummy wrappings. |
Bregendur the Phoenixblast (0 def, 8 armour, 84.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Damage +9% cold Ignore resists +10% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Armor +8 Fatigue +8% Resistance +9% fire other ------- Talents +1 Block Handheld deflection devices. |
Khelekhad the Winterstreaker (0 def, 6 armour, 76.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ When Hit 10 cold defense ------ Armor +6 Fatigue +8% Resistance +3% acid +15% physical +12% light +6% cold +6% nature Life +40.00 Life Regen +4.00 Stun Resist +20% other ------- Talents +1 Block Handheld deflection devices. |
iron shield 'Gorybers' (0 def, 6 armour, 41 block) =+4 Mag=7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Mag offense ------ Spellpower +10 (+5 eff.) Spellpower/crit +4 defense ------ Armor +6 Fatigue +8% Resistance +16% lightning other ------- Talents +1 Block Handheld deflection devices. |
Quiver of the Sun (24/25, 142% power, 15 apr)3.0 Encumbrance T4 arrow ammo [Unique] Arcane Weapon Damage 142% Range: 1.0x-1.4x Uses 60% Dex, 20% Mag, 50% Str Damage Bright light Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +2.0% Capacity 25 Projectile Speed +300% On Hit: * 25% chance to blind Shoots beams through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
9 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. |
731 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. |
8 onyx0.0 Encumbrance 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. |
15 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. |
7 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
7 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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.(81 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 33 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
bright alchemist's lamp of focus1.0 Encumbrance T3 lite [Ego] Master/Psionic While equipped: Stats +5 Wil offense ------ Damage +5% mind other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
5 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 73% of the healing done. This effect scales with your Magic stat.. Uses 62 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
dwarven-steel torque of psionic shield 'Ebonystrike' [power 75] (11/21 cooldown) =+4 Mag=2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +2 Str +4 Mag +1 Wil defense ------ Resistance +3% darkness Crit Resistance 15.00% other ------- Light +3 Infravision +3 Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 21 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Aroritira the elm totem of stinging [power 128] (11/13 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Critical power +10.00% Damage +3% physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 25 Sting an enemy dealing 128 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Cyrutta the Glaremaim [power 302] (11/13 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +9% light +21% mind defense ------ Resistance +6% lightning +6% blight other ------- Light +3 Heal yourself and all friendly characters within 10 spaces for 302 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
10 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 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. |
8 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. |
9 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Askaan the Halfling Rogue level 16
58th Haze 122nd year of Ascendancy at 13:52 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Askaan the Halfling Rogue level 22
69th Regrowth 123rd year of Ascendancy at 04:28 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Askaan the Halfling Rogue level 31
63rd Pyre 123rd year of Ascendancy at 06:46 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Askaan the Halfling Rogue level 10
18th Haze 122nd year of Ascendancy at 23:34 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Askaan the Halfling Rogue level 20
9th Decay 122nd year of Ascendancy at 22:54 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Askaan the Halfling Rogue level 30
38th Pyre 123rd year of Ascendancy at 18:18 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Askaan the Halfling Rogue level 29
25th Pyre 123rd year of Ascendancy at 17:22 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Askaan the Halfling Rogue level 26
9th Pyre 123rd year of Ascendancy at 22:16 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Askaan the Halfling Rogue level 31
63rd Pyre 123rd year of Ascendancy at 07:06 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Askaan the Halfling Rogue level 9
17th Haze 122nd year of Ascendancy at 07:18 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Askaan the Halfling Rogue level 11
22nd Haze 122nd year of Ascendancy at 21:00 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Askaan the Halfling Rogue level 23
69th Regrowth 123rd year of Ascendancy at 20:56 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Askaan the Halfling Rogue level 15
50th Haze 122nd year of Ascendancy at 06:29 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Askaan the Halfling Rogue level 30
41st Pyre 123rd year of Ascendancy at 06:13 see stats
Log
Islulevea the ink squid receives 17 healing from Askaan.
Vulnerability Poison from Askaan hits Islulevea the ink squid for 5 arcane damage.
Deep Wound from Askaan hits Islulevea the ink squid for 8 physical damage.
Bleeding from Askaan hits Islulevea the ink squid for 7 physical damage.
Islulevea the ink squid uses Oozebeam.
Islulevea the ink squid's mind surges with critical power!
Askaan reacts to damage from Islulevea the ink squid, mitigating the blow!.
Islulevea the ink squid hits Askaan for (87 reacted , -5 stam), 142 nature (142 total damage).
Poison from Islulevea the ink squid hits Askaan for 201 nature damage.
Askaan uses Infusion: Wild.
Askaan speeds up.
Askaan is cured!
Askaan lessens the pain.
Askaan uses Infusion: Movement.
Askaan is moving at extreme speed!
Islulevea the ink squid's healing nature area effect hits Askaan for 15 nature damage.
Islulevea the ink squid receives 12 healing from Askaan.
Personal New Achievement: That was close (Insane (Adventure) difficulty)!
Islulevea the ink squid's deep wound closes.
Islulevea the ink squid stops bleeding.
Islulevea the ink squid shares damage with his oozes!
Vulnerability Poison from Askaan hits Islulevea the ink squid for 5 arcane damage.
Deadly Poison from Askaan hits Islulevea the ink squid for 47 nature damage.
Deadly Poison from Askaan hits Bloated ooze for 88 nature damage.
Poison from Islulevea the ink squid hits Askaan for 138 nature damage.
Askaan the level 31 halfling rogue was slimed to death by Islulevea the ink squid on level 3 of Lake of Nur.
























































































































































