











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | OldRPG Again Part 2 1.7.4Rework of OldRPG for compatibility with 1.7.4, simply fills in holes with the defaults. This does not cover player tiles, use a custom tile if you want to match XP. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns, and Sphynx87. Items Vault 1.7.6Donators/Buyers bonus! OldRPG Again Part 1 1.7.4Rework of OldRPG for compatibility with 1.7.4, simply fills in holes with the defaults. This does not cover player tiles, use a custom tile if you want to match XP. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns, and Sphynx87. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Nyles GOD Mode 1.5.5Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside): - When activated, start a New Game.
- You will find under game options > gameplay, a new setting that lets you toggle godmode on or off.
- You can change this setting any time at any place in the game.
Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Unlock Tinker Escorts 1.5.9Unlocks Tinkers Escorts in the main campaign by "removing" a single line. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Sun Paladin |
| Level / Exp | 24 / 74% |
| Size | big |
| Lifes / Deaths | Killed by Barne the onilug at level 24 on the 30th Dearth 122nd year of Ascendancy at 16:51 / 1 |
Primary Stats
| Strength | 49 (base 38) |
| Dexterity | 11 (base 10) |
| Constitution | 31 (base 19) |
| Magic | 46 (base 48) |
| Willpower | 21 (base 16) |
| Cunning | 18 (base 10) |
Resources
| Life | -286/797 |
| Positive | 27/119 |
| Stamina | 210/210 |
| Healing Factor | 1.4158714593978 |
| Regeneration | 19.751406858599 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 48 |
| Crit Chance | 13% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +12% |
| Temporal | +9% |
| Blight | +9% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Blight | +25% |
| Acid | +15% |
| Fire | +40% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 30 (30%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 11 |
| Physical Save | 56 |
| Spell Save | 56 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Arcane | + 8%( 70%) |
| Mind | + 15%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 39%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 26%( 70%) |
| Fire | + 9%( 70%) |
| Physical | + 4%( 70%) |
Defense: Immunities
| Silence Resistance | 26% |
| Stun Resistance | 45% |
| Blind Resistance | 53% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
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 433% 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: 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 140 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 262 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You failed to protect the injured seer from death by red crystal. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the lost defiler from death by Xerada the bandit lord. Escort: lost defiler (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Saligayalaith the copperhead snake. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
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 have explored the Old Forest and vanquished Shardskin. * 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 |
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 precision. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed orc heart. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | wanderer's pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +2 Cun +4 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +14 (+4 eff.) Mind.save +10 (+3 eff.) Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 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. |
| Light source | Eilinith2.0 T1 lite [Rare] Nature While equipped: dps ---------- Spell.pwr +30 (+10 eff.) S.pwr/crit +2 Dmg.mod +3% mind ----- def ----- Resists +5% arcane Phys.save +5 (+2 eff.) Heal.mod +13% ---------- misc Vim/s.crit +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Boreyastir (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Res.pen +5% acid Acc +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +1% physical Die.at -80.00 life ---------- misc Stam/turn +2.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 294.6 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Halahad [power 53] (12/25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: ----- def ----- Armour +6 Defense +5 (+2 eff.) Resists +6% lightning +3% temporal Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to heal for 42. 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Boritar the Blazebreaker0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% light Res.pen +20% fire Melee Ret 8 light ----- def ----- Fatigue -5% Resists +9% lightning ---------- misc Max.enc +22 Light +2 Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +4 Cun +2 Con dps ---------- Mind.pwr +30 (+10 eff.) Res.pen +10% fire ----- def ----- Defense +8 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +9 (+2 eff.) Silence- +26% ---------- misc Mana/turn +0.14 Max.stam +13.00 Can be unequipped or rerolled. 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 waist | rough leather belt 'Galenn'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +4 Resists +3% acid +6% fire +12% mind Spell.save +6 (+2 eff.) Mind.save +9 (+2 eff.) Knockbk- +10% ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | plaguebringer's dwarven-steel greatmaul of shearing (151% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego++] Arcane/Master Power 151% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +13 blight On Hit: 20% Epidemic 3 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 23 While equipped: dps ---------- Res.pen +10% all Acc +14 (+5 eff.) Apr +10 ----- def ----- Disease- +14% Massive two-handed mauls. |
| On hands | drakeskin leather gloves 'Belykor' (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +2 Cun dps ---------- Crit.mult +5.00% Mind.pwr +10 (+3 eff.) Melee+ 22 temporal Ranged+ 17 temporal Dmg.mod +9% temporal Acc +17 (+6 eff.) ----- def ----- Armour +3 Resists +18% temporal Mind.save +6 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Veliwe (28 def, 8 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +9% blight Res.pen +15% blight Apr +9 Melee Ret 6 acid ----- def ----- Armour +8 Defense +28 (+10 eff.) Fatigue +8% Resists +3% acid Max.HP +79.00 HP.reg +13.70 Heal.mod +12% ---------- misc Stam/turn +1.40 Second Wind: (Instant) Puts all charms on 35 cooldown Level 4.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 84 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
| Cloak | linen cloak 'Ce'Nena' (16 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +12% mind ----- def ----- Defense +16 (+6 eff.) Resists +3% acid +3% temporal Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Zanesarig'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: ----- def ----- Armour +2 Resists +22% lightning Phys.save +12 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +11 (+3 eff.) Blind- +10% Stun/Frz- +45% Knockbk- +20% Amulets make your neck look great! |
Inventory
wild infusion of the titan (res 21%; physical; dur 2; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 21% for 2 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. |
Prismatic Rune (6 turns; acid, physical, darkness, blight, mind)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 5 darkness, 5 blight, 3 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 3; phase 12; cd 18)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 18 Travel.spd instantaneous 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 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 46; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 46 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 40; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 40 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 6; blocks 3; dur 4; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 6 up to 3 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 21; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 21 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+6 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
Blizzardarc0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 2 cold ----- def ----- Resists +6% blight +3% cold +5% arcane +9% nature Max.HP +21.00 Disarm- +26% Pinning- +21% Knockbk- +22% ---------- misc Equi/ret +0.04 Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+3 eff.) Apr +8 ----- def ----- Defense +7 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 117% 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! |
titan's copper ring of corrosion (+24%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Phys.save +4 (+1 eff.) Rings make your fingers look great! |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 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. |
Galydor (149% power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master Power 149% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 2 On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Splash the target with acid dealing 130 damage over 5 turns and reducing armor and accuracy by 17 While equipped: Stats +1 Con dps ---------- Res.pen +5% temporal ----- def ----- Crit.chn- 10.00% Massive two-handed mauls. |
iron greatsword of paradox (112% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 112% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 temporal While equipped: ----- def ----- Resists +7% temporal Massive two-handed swords. |
warbringer's dwarven-steel greatsword of evisceration (146% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Master Power 146% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Con dps ---------- Phys.crit +10.0% Phys.pwr +22 (+7 eff.) Res.pen +7% physical ----- def ----- Disarm- +15% Massive two-handed swords. |
Perseverance (138% power, 9 apr)3.0 T3 longsword 1H weapon Reqs Wil 24 [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 138% Range: 1.4x Uses 20% Wil, 90% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+6 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
truestriking steel longsword (108% power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Master Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +7 (+2 eff.) Apr +7 Sharp, long, and deadly. |
Camukhad (88% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +12 arcane While equipped: Stats +2 Cun +6 Mag dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +9% arcane ----- def ----- Max.HP +18.00 HP.reg +0.80 ---------- misc See.Invis +12 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. |
horrifying mossy mindstar of clarity (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 4 mind 4 darkness Dmg.mod +3% mind +3% darkness ----- def ----- Mind.save +2 (+0 eff.) ---------- misc Max.psi +12.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Beuldir the ash starstaff (111% power, 3 apr, physical element)5.0 T2 staff 2H weapon [Rare] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Spell.crit +7% Mind.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +24% blight +15% physical ----- def ----- Phys.save +8 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +21 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of warding (111% power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold ----- def ----- Armour +5 Defense +5 (+2 eff.) ---------- misc Wards +2 cold Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Ragorig' (111% power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Dex dps ---------- Phys.crit +8.0% Spell.crit +21% Crit.mult +15.00% Phys.pwr +7 (+2 eff.) Spell.pwr +13 (+4 eff.) Dmg.mod +15% darkness Acc +7 (+2 eff.) ----- def ----- Resists +2% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced voratun steamsaw of crippling (149% power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 149% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +110 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +8.0% Acc +10 (+3 eff.) ----- def ----- Armour +6 Defense +18 (+7 eff.) Fatigue +12% Disarm- +35% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
exposing steel steamsaw of mind resistance (+12%) (107% power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Psionic/Steamtech Power 107% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 Uses 1.0 Steam While equipped: dps ---------- On Hit (Melee): * 7% chance to reduce all saves and defense by 26 On Melee Ret: * 11% chance to reduce all saves and defense by 26 ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +12% mind ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Sparkseam (107% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 nature On Hit.r1 +12 acid While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% mind Res.pen +25% lightning ---------- misc Hate/m.crit +3.00 Max.psi +40.00 One-handed war axes. |
Korakalthomnir1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Resists +6% temporal Crit.chn- 5.00% HP.reg +0.90 Heal.mod +11% Knockbk- +10% A belt that goes around your waist. |
Zubodawe the Chargehunter1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Crit.mult +5.00% Phys.pwr +3 (+1 eff.) ----- def ----- Resists +9% lightning Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
noble's rough leather belt of magery1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +8 Wil +4 Cun dps ---------- Spell.crit +4% Against +17% Summoned ----- def ----- D.Red.from +16% Summoned A belt that goes around your waist. |
Chalidodin the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +3 Mag ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +14% cold Crit.chn- 15.00% ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eclipsecrack the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 33% ----- def ----- Defense +1 (+1 eff.) Resists +9% acid Max.HP +32.00 Stun/Frz- +10% Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pusrage the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature Res.pen +10% darkness +15% nature ----- def ----- Defense +7 (+3 eff.) Resists +3% darkness Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of implacability (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+5 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Shiverpride (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +3 Fatigue +2% Resists +6% blight +6% temporal +3% cold +6% lightning Phys.save +5 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +11 (+3 eff.) Disease- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Resists +6% lightning +6% temporal ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
Blindqueen the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.pwr +10 (+3 eff.) Melee+ 6 fire Dmg.mod +4% fire Acc +20 (+7 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% fire ---------- misc Stam/turn +1.00 Max.psi +30.00 Light +1 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. |
Galildir (0 def, 1 armour)1.0 T1 hands armor [Rare] Disrupt While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +5% physical Acc +5 (+2 eff.) Apr +6 ----- def ----- Armour +1 Resists +6% blight +3% physical Spell.save +10 (+4 eff.) Cut- +10% Silence- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Malerig the hardened leather gloves (5 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 12 nature Dmg.mod +6% nature +9% arcane Melee Ret 2 arcane ----- def ----- Armour +2 Defense +5 (+2 eff.) Resists +12% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 122.68 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. |
rough leather gloves 'Fireripper' (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +9% fire Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Amylar (0 def, 8 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +3 Dex +2 Wil +6 Cun +4 Con dps ---------- Mind.pwr +3 (+1 eff.) Apr +4 ----- def ----- Armour +8 Fatigue +4% Resists +6% cold Spell.save +3 (+1 eff.) Pinning- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing steel mail armour of clarity (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% blight +10% nature +5% mind Mind.save +11 (+3 eff.) A suit of armour made of mail. |
iron mail armour of command (8 def, 8 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Mind.save +13 (+3 eff.) A suit of armour made of mail. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
Layaldabrera the steel plate armour (0 def, 13 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Dmg.mod +3% arcane +9% blight ----- def ----- Armour +13 Fatigue +18% Resists +3% blight +6% mind +6% arcane Phys.save +6 (+2 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) A suit of armour made of metal plates. |
steel plate armour 'Pusstreak' (0 def, 16 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +30% nature +6% blight ----- def ----- Armour +16 Fatigue +22% Resists +6% blight A suit of armour made of metal plates. |
Wrathroot's Barkwood (9 def, 10 armour, 125% power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 126% Range: 1.4x Uses 150% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
shocking dwarven-steel shield of shrapnel (0 def, 6 armour, 139% power, 79.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 139% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 While equipped: dps ---------- Melee+ 5 lightning On shield block: * Cause enemies within radius 6 to bleed for 189 physical damage over 5 turns (1/turn) Melee Ret 7 lightning ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield 'Uridothel' (0 def, 10 armour, 107% power, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Disrupt When used to Attack: Power 107% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 While equipped: Stats +4 Dex dps ---------- Res.pen +5% physical Melee Ret 4 physical ----- def ----- Armour +10 Fatigue +8% Resists +12% arcane +12% fire ---------- misc Talents +1 Block Handheld deflection devices. |
12 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
334 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 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 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Berychik the Venomquench2.0 T1 lite [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% nature +3% cold Res.pen +5% all Apr +6 ----- def ----- Resists +6% nature ---------- misc Light +4 See.Invis +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. |
Isoritira the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun ----- def ----- Resists +3% darkness Crit.chn- 5.00% Max.HP +100.00 HP.reg +4.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Wildpiercer the steel torque of clear mind [power 2] (12/25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Con dps ---------- Crit.mult +5.00% Res.pen +25% nature ----- def ----- Defense +20 (+7 eff.) Resists +2% physical Die.at -80.00 life Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force [power 175] (12/15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 175 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ash wand of conjuration 'Torchrain' [power 170] (12/15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Resists +6% acid +3% fire Fire a magical bolt dealing 170 acid damage Puts all charms on 15 cooldown 100% to heal for 48. 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Mordril the Blessed the Dwarf Sun Paladin level 9
2nd Profit 122nd year of Ascendancy at 21:02 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Mordril the Blessed the Dwarf Sun Paladin level 22
24th Wealth 122nd year of Ascendancy at 22:11 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mordril the Blessed the Dwarf Sun Paladin level 10
12nd Profit 122nd year of Ascendancy at 22:17 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Mordril the Blessed the Dwarf Sun Paladin level 20
8th Wealth 122nd year of Ascendancy at 03:30 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Mordril the Blessed the Dwarf Sun Paladin level 6
19th Voratun 122nd year of Ascendancy at 08:34 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Mordril the Blessed the Dwarf Sun Paladin level 9
12nd Profit 122nd year of Ascendancy at 03:54 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Mordril the Blessed the Dwarf Sun Paladin level 23
5th Dearth 122nd year of Ascendancy at 23:33 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mordril the Blessed the Dwarf Sun Paladin level 16
33rd Profit 122nd year of Ascendancy at 22:09 see stats
Log
Searing Sight hits Fire drake hatchling for (15 absorbed), 0 light (0 total damage).
Burning from Silawen the fire drake hits Mordril the Blessed for 78 fire damage.
Mordril the Blessed deactivates Second Life.
Mordril the Blessed has been healed by a blast of positive energy!
Barne the onilug's Soul Rot hits Mordril the Blessed for 0 blight damage.
Mordril the Blessed receives 282 healing.
Barne the onilug casts Drain.
The shield around fire drake hatchling crumbles.
Fire drake hatchling hits Mordril the Blessed for 39 physical damage.
Melee retaliation hits Fire drake hatchling for 6 acid, 25 light (31 total damage).
Burning from Barne the onilug hits Fire drake hatchling for (0 absorbed), 27 fire (27 total damage).
Barne the onilug hits Mordril the Blessed for 244 blight damage.
A shield forms around fire drake hatchling.
Barne the onilug's cleansing fire area effect hits Fire drake hatchling for (24 absorbed), 0 fire (0 total damage).
Barne the onilug's cleansing fire area effect hits Silawen the fire drake for (31 absorbed), 0 fire (0 total damage).
Black ooze receives 38 healing from Mordril the Blessed's healing light area effect.
Fire drake hatchling receives 39 healing from Mordril the Blessed's healing light area effect.
Silawen the fire drake receives 39 healing from Mordril the Blessed's healing light area effect.
You are unable to move!
Mordril the Blessed casts Judgement.
Black ooze misses Mordril the Blessed.
Mordril the Blessed is no longer pinned.
Searing Sight hits Black ooze for (23 absorbed), 0 light (0 total damage).
Searing Sight hits Fire drake hatchling for (15 absorbed), 0 light (0 total damage).
Searing Sight hits Silawen the fire drake for (15 absorbed), 0 light (0 total damage).
Burning from Silawen the fire drake hits Mordril the Blessed for 91 fire damage.
Barne the onilug casts Manathrust.
Barne the onilug hits Mordril the Blessed for 214 arcane damage.
Mordril the Blessed the level 24 dwarf sun paladin was dweomered to death by Barne the onilug on level 2 of Daikara.











































































































