









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Bloodriver Classes 1.7.6Adds some Mage subclasses. Currently, adds the following classes: Bloodriver Adherent --- Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! --- Bloodriver Staffmasters do not attune so much to arcane energies compared to Adherents. Instead, they hone themselves to gain martial prowess. While they don't have easy access to basic element trees compared to Adherents, they have their own unique talents with stronger emphasis on bleed. --- If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodrivers! Best regards, Shad3. 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! 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 | Ogre |
| Class | Doombringer |
| Level / Exp | 24 / 88% |
| Size | big |
| Lifes / Deaths | Killed by Xota the oozing horror at level 24 on the 5th Allure 123rd year of Ascendancy at 04:12 / 1 |
Primary Stats
| Strength | 73 (base 49) |
| Dexterity | 19 (base 10) |
| Constitution | 18 (base 12) |
| Magic | 78 (base 49) |
| Willpower | 16 (base 10) |
| Cunning | 19 (base 11) |
Resources
| Life | -190/723 |
| Stamina | 184/184 |
| Vim | 0/232 |
| Healing Factor | 1.1811363549267 |
| Regeneration | 8.5632385732186 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 62 |
| Crit Chance | 23% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Light | +10% |
| Arcane | +15% |
| Physical | +15% |
| All | 0% |
Offense: Damage Penetration
| Physical | +25% |
Defense: Base
| Armour (hardiness) | 20 (38.594633868923%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 32 |
| Mental Save | 12 |
Defense: Resistances
| Darkness | + 22%( 70%) |
| Lightning | + 16%( 70%) |
| Cold | + 16%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Bleed Resistance | 20% |
| Confusion Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 506 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 81 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Fearfire | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
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 grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 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 precision. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed ice ant stinger. * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' 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 giant spider spinneret. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * You've found the needed minotaur nose. 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 wretchling eyeball. * '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.' * '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 within6 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 | Shiver's kiss the pair of rough leather boots (10 def, 7 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Damage +9% lightning defense ------ Armor +7 Defense +10 (+3 eff.) Resistance +3% cold Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.3 Power cost 25 out of 25/25. Range 6 Cooldown: 35 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. A pair of boots made of leather. |
| Light source | 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.6 Power cost 25 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 137.07 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 137.07 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| Tool | Bloodriver Pickaxe (dig speed 18 turns) Bloodriver Pickaxe (dig speed 18 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Spell Crit +5% Spellpower/crit +10 defense ------ Cut Resist +20% While carried: other ------- Talents +1 Dig On Spell Hit: 10% Mudslide level 1 Instant Dig: Effective talent level: 3.0 Power cost 12 out of 12/12. Range melee/personal Travel.spd instantaneous Description: Instantly dig an adjacent terrain. A pickaxe accidentally enchanted over being swallowed by a golem. Can dig real fast. |
| On fingers | copper ring of life0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: defense ------ Life +47.00 Life Regen +7.00 Healmod +11% Rings make your fingers look great! |
| On fingers | Mayiyassra0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +1 Dex +3 Mag +1 Con offense ------ Physical Crit +1.0% Ignore resists +15% physical defense ------ Armor +6 Defense +10 (+3 eff.) Spell save +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | Xeryma1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +4 Dex +9 Mag +5 Wil +4 Cun +1 Con offense ------ Physical Crit +7.0% Spell Crit +4% Mind Crit +6% defense ------ Defense +14 (+4 eff.) Stealth +7 other ------- Light +2 See Invisibility +3 A belt that goes around your waist. |
| In main hand | Floenigh the dwarven-steel greatsword (36-58 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Master Weapon Damage 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +12 cold While equipped: offense ------ Physical Crit +1.0% Damage +12% physical Ignore resists +10% physical Accuracy +20 (+5 eff.) Ignore Armor +14 When Hit 6 cold defense ------ Unlife -80.00 life Massive two-handed swords. |
| On hands | iron gauntlets 'Tempestvile' (5 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +2 Str offense ------ Physical Crit +1.0% Physical Power +7 (+3 eff.) Damage +3% physical Accuracy +15 (+4 eff.) When Hit 2 lightning defense ------ Armor +1 Defense +5 (+1 eff.) Fatigue +1% other ------- Stamina/turn +3.00 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. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+4 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | Deepsfist (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Str +1 Dex +2 Cun +2 Con offense ------ Accuracy +15 (+4 eff.) On-Hit (Melee): * 10% chance to reduce damage dealt by 11% defense ------ Defense +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 | Branyldir the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +4 Dex +5 Mag defense ------ Resistance +3% lightning Spell save +6 (+3 eff.) Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 190; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 190 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 188; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 188 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 208; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 208 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 713%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 713% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 865%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 865% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 31%; physical; dur 3; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 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 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
acid wave rune of the warrior (damage 196; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 195.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 6; phase 22; cd 13)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the wizard (power 21; resist 27%; move 36%; dur 5; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 27% all resistance, you move 36% faster, and you are invisible (power 21). Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 107; dur 3; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 107 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 102; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 102 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Bereyakhad0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +3 Dex +2 Con offense ------ Accuracy +20 (+5 eff.) defense ------ Defense +20 (+6 eff.) Life +40.00 Amulets make your neck look great! |
copper amulet of mastery (0.10 Corruption / Fearfire)0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.10 Corruption/Fearfire Amulets make your neck look great! |
vitalizing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego+] Nature While equipped: Stats +3 Con defense ------ Physical save +5 (+3 eff.) Life +35.00 Life Regen +2.00 Amulets make your neck look great! |
warrior's stralite amulet of strength (+2)0.1 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +9% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
psionicist's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+4 eff.) Rings make your fingers look great! |
solipsist's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil +5 Cun offense ------ Mindpower +7 (+4 eff.) On-Hit 13 light On-Ranged-Hit 20 light Damage +12% light Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str defense ------ Armor +6 Mind save +6 (+6 eff.) Confus Resist +20% Rings make your fingers look great! |
Emuldamina the steel dagger (11-14 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane Weapon Damage 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +4 blight On-Hit, radius 1 +6 fire On Hit: * 20% chance to reduce all saves and defense by 12 * 25% chance for lightning to strike from the target to a second target dealing 99 damage On Critical: * Splash the target with acid dealing 165 damage over 5 turns and reducing armor and accuracy by 21 While equipped: defense ------ Resistance +3% mind Sharp, short and deadly. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str 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 20 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 126.45 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. |
dwarven-steel dagger 'Hatheldir' (24-32 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Random Unique] Nature/Master Weapon Damage 24.5 - 31.9 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-crit, radius 2 +16 lightning +5 cold On Critical: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Cun offense ------ Physical Crit +10.0% Physical Power +7 (+3 eff.) Move Speed +26% Ignore resists +10% lightning +5% cold When Hit 4 mind other ------- Mana/turn +0.12 Sharp, short and deadly. |
flaming dwarven-steel dagger of corruption (16-21 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane Weapon Damage 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-Hit, radius 1 +11 fire On Hit: 20% Curse of Vulnerability level 3 Sharp, short and deadly. |
Daystriker (28-41 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Arcane/Psionic Weapon Damage 27.5 - 41.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +16 fire On-Hit, radius 1 +7 fire On-crit, radius 2 +8 light On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Critical: * Splash the target with acid dealing 165 damage over 5 turns and reducing armor and accuracy by 21 While equipped: offense ------ Ignore resists +5% light Massive two-handed mauls. |
Tirakai's Maul (32-42 power, 6 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 32.0 - 41.6 Arcane Uses 10% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +24 arcane silence While equipped: Stats +4 Dex +4 Mag +4 Cun offense ------ Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +8% arcane +4% all Amethyst: Arcane Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Toradan the steel greatsword (36-57 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +7 mind +10 light Damage Against +16% Undead On Hit: * 19% chance to reduce all saves and defense by 12 While equipped: Stats +3 Wil +3 Cun +1 Con defense ------ Resistance +2% physical other ------- Infravision +2 Massive two-handed swords. |
iron greatsword (14-23 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 14.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
Isyrawe (12-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +8 mind On Hit: * 14% chance to reduce all saves and defense by 12 * 25% chance for lightning to strike from the target to a second target dealing 99 damage While equipped: Stats +2 Cun +2 Wil offense ------ Ignore resists +7% all Accuracy +8 (+2 eff.) Ignore Armor +7 other ------- Max stamina +30.00 Light +1 One-handed war axes. |
Layeda the Icespike (18-25 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Psionic Weapon Damage 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +8 mind On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 16% chance to reduce all saves and defense by 12 While equipped: Stats +3 Cun +3 Wil offense ------ Damage +6% cold +9% temporal Ignore resists +10% cold defense ------ Resistance +12% light One-handed war axes. |
Starkiller the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +15% light defense ------ Armor +2 Resistance +3% nature +6% acid Life +111.00 Cut Resist +10% A belt that goes around your waist. |
blurring rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +3 (+1 eff.) defense ------ Defense +9 (+3 eff.) Spell save +6 (+3 eff.) Stealth +6 other ------- Size +1 A belt that goes around your waist. |
blurring rough leather belt of the mystic1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +3 (+1 eff.) defense ------ Defense +9 (+3 eff.) Mind save +5 (+5 eff.) Stealth +6 A belt that goes around your waist. |
blurring rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Defense +9 (+3 eff.) Resistance +6% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
nightruned rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight +6% light +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Arita'1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+2 eff.) Damage +6% physical defense ------ Armor +6 Defense +30 (+10 eff.) Resistance +15% acid Physical save +5 (+3 eff.) Unlife -40.00 life other ------- Stamina/turn +3.00 A belt that goes around your waist. |
rough leather belt 'Zubolravena'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Mag offense ------ Physical Crit +2.0% Ignore resists +15% physical defense ------ Defense +10 (+3 eff.) Physical save +3 (+2 eff.) Life Regen +0.80 Healmod +10% other ------- Max stamina +20.00 A belt that goes around your waist. |
rough leather belt of life1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Life Regen +0.70 Healmod +12% A belt that goes around your waist. |
Adivena the Lightglamour (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Defense +7 (+2 eff.) Resistance +1% physical Physical save +6 (+3 eff.) Unlife -40.00 life Disarm Resist +10% other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blazepain the linen cloak (21 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +6% fire On-Hit (Melee): * 10% chance to reduce armor by 38% defense ------ Defense +21 (+7 eff.) Resistance +1% physical Physical save +5 (+3 eff.) other ------- Max stamina +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isoldamina (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Cun +1 Con defense ------ Defense +1 (+0 eff.) other ------- Psi when Hit +0.04 Max hate +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ulfylin the Gleamtickler (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ When Hit 2 light defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +3% temporal +23% cold Mind save +3 (+3 eff.) Unlife -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayimira the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +3 Cun offense ------ Damage +18% mind defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +5% temporal other ------- EQ when Hit +0.04 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Eilinilraba' (0 def, 7 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Str +5 Dex +2 Mag offense ------ Ignore resists +25% temporal On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 defense ------ Armor +7 Fatigue +3% other ------- Infravision +2 See Invisibility +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Islirann' (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Damage +9% physical Accuracy +10 (+2 eff.) On-Hit (Melee): * 20 arcane resource burn * 20% chance to slow global speed by 37% defense ------ Armor +4 Fatigue +3% Resistance +5% arcane +9% mind Physical save +10 (+5 eff.) Spell save +6 (+3 eff.) Mind save +8 (+8 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Relgesta' (5 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str defense ------ Armor +3 Defense +5 (+1 eff.) Fatigue +2% Resistance +3% acid +2% physical +3% blight +6% fire +6% cold Physical save +9 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Glyriada' (5 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +4 (+2 eff.) Damage +3% mind Ignore resists +5% physical defense ------ Armor +1 Defense +5 (+1 eff.) Resistance +9% acid +3% blight Pinning Resist +20% other ------- Psi when Hit +0.04 A pair of boots made of leather. |
pair of rough leather boots 'Icemark' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Dex +3 Mag +2 Cun +3 Con defense ------ Armor +1 Resistance +3% cold Physical save +10 (+5 eff.) Mind save +11 (+9 eff.) other ------- Light +3 Infravision +1 A pair of boots made of leather. |
traveler's pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Fatigue -5% Physical save +6 (+3 eff.) other ------- Encumbrance +21 A pair of boots made of leather. |
Berychik (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +4 Str +5 Dex +4 Wil +2 Cun +2 Con offense ------ On-Hit 8 lightning Damage +6% lightning defense ------ Armor +2 Resistance +8% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+3 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+0 eff.) Spell save +4 (+2 eff.) Life +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Ulitir the dwarven-steel gauntlets (0 def, 10 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +2 Cun +2 Con offense ------ Mindpower +10 (+6 eff.) On-Hit 8 acid Damage +3% acid +15% physical defense ------ Armor +10 Fatigue +3% Resistance +7% acid other ------- Psi when Hit +0.16 Max stamina +20.00 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. |
iron gauntlets 'Curebreacher' (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +2 Str +2 Mag offense ------ On-Hit 6 fire Damage +3% fire Ignore resists +20% nature On-Hit (Melee): * 10% chance to slow global speed by 37% defense ------ Armor +1 Fatigue +1% Resistance +5% fire other ------- 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. |
rough leather gloves 'Balamakhad' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +1 Cun offense ------ Accuracy +6 (+1 eff.) defense ------ Armor +1 Resistance +5% arcane +6% temporal Physical save +6 (+3 eff.) Mind save +5 (+5 eff.) Blind Resist +10% Cut Resist +20% Disarm Resist +20% 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. |
Brandmarrow the iron helm (0 def, 9 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% mind defense ------ Armor +9 Fatigue +5% Resistance +6% fire +13% cold Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chamyrim (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Cun +1 Str offense ------ Mind Crit +2% defense ------ Armor +1 Fatigue +1% Resistance +6% cold Spell save +3 (+1 eff.) other ------- EQ when Hit +0.16 Hate-on-crit +1.00 Breathe water A cap made of leather. |
Gloramira the iron helm (10 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Dex +2 Con defense ------ Armor +3 Defense +10 (+3 eff.) Fatigue +5% Confus Resist +10% other ------- See Invisibility +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Daimosasus' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str offense ------ Physical Crit +3.0% Damage +6% physical +11% cold defense ------ Defense +1 (+0 eff.) Resistance +16% cold Life +20.00 Pinning Resist +20% A pointy cloth hat, very wizardly... |
linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: offense ------ Damage +10% darkness defense ------ Defense +1 (+0 eff.) Resistance +15% darkness A pointy cloth hat, very wizardly... |
rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% A cap made of leather. |
rough leather cap 'Tundrabait' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str +3 Wil +2 Con offense ------ Damage +3% cold defense ------ Armor +1 Fatigue +1% Resistance +10% light +10% darkness A cap made of leather. |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour of Eyal (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% Life +21.00 Life Regen +2.00 Healmod +10% A suit of armour made of mail. |
4 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. |
268 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. |
2 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. |
2 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. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+6 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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 (+4 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 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. |
Yaredas (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex +3 Mag +3 Con other ------- Infravision +3 See Invisibility +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Yvathra the Phlegmshear (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Critical power +14.00% Physical Power +7 (+3 eff.) Damage +18% lightning Ignore resists +25% nature +10% fire Ignore Armor +6 When Hit 4 lightning On-Hit (Melee): * 20% chance to slow global speed by 37% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Boreroddarain2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +6 Con defense ------ Defense +15 (+5 eff.) Resistance +3% lightning Mind save +6 (+6 eff.) other ------- Light +3 Infravision +1 See Stealth +6 See Invisibility +10 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. |
Frigidprophet2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +9% mind Ignore resists +20% cold +10% mind +5% fire When Hit 2 cold defense ------ Resistance +3% mind Life +42.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Winterresolve the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +3% temporal Ignore resists +15% light When Hit 4 cold On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Mind save +5 (+5 eff.) other ------- Light +3 See Stealth +7 See Invisibility +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 Encumbrance 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 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
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. |
3 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. |
6 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. |
10 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. |
8 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
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Big Dook the Ogre Doombringer level 22
1st Allure 123rd year of Ascendancy at 01:11 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Big Dook the Ogre Doombringer level 9
11st Dusk 122nd year of Ascendancy at 03:54 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Big Dook the Ogre Doombringer level 23
1st Allure 123rd year of Ascendancy at 21:16 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Big Dook the Ogre Doombringer level 21
54th Haze 122nd year of Ascendancy at 19:55 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Big Dook the Ogre Doombringer level 6
78th Pyre 122nd year of Ascendancy at 10:49 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Big Dook the Ogre Doombringer level 10
16th Dusk 122nd year of Ascendancy at 15:26 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Big Dook the Ogre Doombringer level 20
20th Haze 122nd year of Ascendancy at 20:45 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Big Dook the Ogre Doombringer level 22
5th Decay 122nd year of Ascendancy at 23:42 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Big Dook the Ogre Doombringer level 10
16th Dusk 122nd year of Ascendancy at 15:28 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Big Dook the Ogre Doombringer level 12
45th Dusk 122nd year of Ascendancy at 03:35 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Big Dook the Ogre Doombringer level 23
1st Allure 123rd year of Ascendancy at 19:30 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Big Dook the Ogre Doombringer level 24
3rd Allure 123rd year of Ascendancy at 08:29 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Big Dook the Ogre Doombringer level 17
11st Haze 122nd year of Ascendancy at 09:56 see stats
Log
Big Dook hits Xota the oozing horror for 67 fire damage.
Big Dook loses 15 health to the soulburn.
Big Dook's demonfire area effect hits Xota the oozing horror for 16 fire damage.
Big Dook receives 29 healing from Big Dook's demonfire area effect.
Xota the oozing horror's nature slow area effect hits Big Dook for (22 absorbed), 0 nature (0 total damage).
Burning from Big Dook hits Xota the oozing horror for 22 fire damage.
Xota the oozing horror uses Tentacle Grab.
Big Dook resists the grab!
Melee retaliation hits Big Dook for (4 absorbed), 0 acid, (10 absorbed), 0 nature, (3 absorbed), 0 physical (0 total damage).
Big Dook hits Xota the oozing horror for 85 physical, 8 cold, 8 fire (101 total damage).
Big Dook loses 15 health to the soulburn.
Big Dook speeds up.
Talent Disarm is ready to use.
Big Dook slows down.
Big Dook's demonfire area effect hits Xota the oozing horror for 16 fire damage.
Big Dook receives 29 healing from Big Dook's demonfire area effect.
Xota the oozing horror's nature slow area effect hits Big Dook for (22 absorbed), 0 nature (0 total damage).
Burning from Big Dook hits Xota the oozing horror for 15 fire damage.
Big Dook's spell attains critical power!
Xota the oozing horror uses Execution.
Xota the oozing horror performs a melee critical strike against Big Dook!
Your shield crumbles under the damage!
The shield around Big Dook crumbles.
Melee retaliation hits Big Dook for (4 absorbed), 0 acid, (10 absorbed), 0 nature, (3 absorbed), 0 physical (0 total damage).
Xota the oozing horror hits Big Dook for (82 absorbed), 629 physical, 7 darkness (636 total damage).
Melee retaliation hits Xota the oozing horror for 1 lightning, 13 blight, 4 cold, 15 fire (34 total damage).
Big Dook hits Xota the oozing horror for 90 physical, 8 cold, 12 fire, 33 fire (142 total damage).
Big Dook the level 24 ogre doombringer was shadowed to death by Xota the oozing horror on level 3 of Lake of Nur.
























































































































