











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! 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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Writhing One |
| Level / Exp | 23 / 74% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Isidhelenn the grizzly bear at level 23 on the 60th Haze 122nd year of Ascendancy at 18:20 / 2Killed by Layylle the black mamba at level 23 on the 60th Haze 122nd year of Ascendancy at 18:38 |
Primary Stats
| Strength | 61 (base 42) |
| Dexterity | 16 (base 10) |
| Constitution | 16 (base 13) |
| Magic | 68 (base 53) |
| Willpower | 8 (base 10) |
| Cunning | 30 (base 10) |
Resources
| Life | -15/833 |
| Insanity | 74/100 |
| Healing Factor | 1.1045771506545 |
| Regeneration | 0.27614428766363 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 5 |
| See Invisible | 11 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 50 |
| Crit Chance | 10% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +54% |
| Light | +12% |
| Blight | +18% |
| Arcane | +10% |
| Physical | +26% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +13% |
| Acid | +5% |
| Mind | +15% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 25 (40.65183292883%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 38 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 20%( 70%) |
| All | + 11%( 70%) |
| Lightning | + 25%( 70%) |
| Light | + 33%( 70%) |
| Physical | + 12%( 70%) |
| Mind | + 27%( 70%) |
| Darkness | + 60%( 70%) |
Defense: Immunities
| Stun Resistance | 80% |
| Bleed Resistance | 20% |
| Blind Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 90% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 542 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 74 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 13 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 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Magic stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 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 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 lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 bloated horror heart. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed orc heart. * You've found the needed skeleton mage skull. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed warg claw. * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * '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.' * You've found the needed ice ant stinger. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 | Nerayakira (20 def, 7 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Cun +5 Mag offense ------ Physical Crit +3.0% Damage +6% physical defense ------ Armor +7 Defense +20 (+9 eff.) other ------- Infravision +4 A pair of boots made of leather. |
| Light source | Loamkiller2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +7 Str +1 Dex offense ------ Ignore resists +10% nature defense ------ Life +42.00 other ------- Light +4 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 | Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | extending yew totem of healing [power 260] (3/15 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Turineg the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Dex +3 Mag +13 Cun offense ------ Spellpower +7 (+2 eff.) Ignore resists +15% mind Accuracy +5 (+2 eff.) defense ------ Resistance +1% physical Physical save +9 (+3 eff.) Blind Resist +22% other ------- Infravision +3 See Stealth +5 See Invisibility +11 Rings make your fingers look great! |
| On fingers | copper ring of darkness (+24%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +12% darkness defense ------ Resistance +24% darkness Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. The set is complete. While equipped: defense ------ Armor +4 Fatigue -20% Life +100.00 Knockbk Resist +40% other ------- Encumbrance +70 Size +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Bolbum's Big Knocker (64-77 power, 10 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +10 Attack Speed 100% On-hit +10% confusion While equipped: offense ------ Spell Crit +18% Spellpower +12 (+4 eff.) Damage +20% physical Accuracy +7 (+3 eff.) other ------- Masteries +0.20 Spell/Staff combat Channel Staff: Effective talent level: 2.4 Power cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 88% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
| On hands | Snow Giant Wraps (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. The set is complete. While equipped: Stats +4 Str offense ------ Physical Power +10 (+4 eff.) defense ------ Armor +2 Resistance +10% lightning +10% cold Physical save +10 (+3 eff.) Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 170.72 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. |
| Main armor | cashmere robe 'Duskstone' (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun offense ------ Critical power +12.00% Damage +10% arcane +15% darkness Ignore resists +5% acid When Hit 4 darkness defense ------ Resistance +13% darkness +12% mind +11% all Physical save +10 (+3 eff.) Spell save +11 (+4 eff.) Mind save +22 (+11 eff.) other ------- Hate-on-crit +3.00 Psi-on-crit +2.00 Max mana +38.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Gatta the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +9% darkness Ignore resists +13% darkness When Hit 10 acid defense ------ Defense +2 (+1 eff.) Resistance +3% acid +18% darkness +5% arcane +6% mind +6% lightning Stealth +13 Healmod +5% Cut Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Mirror Shards0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 286 strength, based on Magic) for 5 turns. Uses 24 power out of 3/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Inventory
healing infusion of the titan (heal 82; 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 82 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the wizard (heal 217; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 217 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 psychic (speed 431%; 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 increase movement speed by 431% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 131; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 131 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 22%; magical; dur 4; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; lightning, temporal, darkness, physical)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 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: 5 lightning, 3 temporal, 5 darkness, 4 physical 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 warrior (range 7; phase 23; cd 13)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 23%, your defense is increased by 23 and all your resistances by 23%. 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. |
ethereal rune of the titan (power 15; resist 17%; move 35%; dur 5; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 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 17% all resistance, you move 35% faster, and you are invisible (power 15). Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Beryhad the Winterveil0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Con offense ------ Ignore resists +25% cold defense ------ Resistance +12% cold Physical save +10 (+3 eff.) Life +35.00 Life Regen +4.00 other ------- Light +3 Amulets make your neck look great! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+4 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
restful copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Cun defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
restful gold amulet of manastreaming0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag offense ------ Spellpower/crit +3 defense ------ Fatigue -5% Life Regen +2.00 other ------- Mana/turn +0.23 Max mana +29.00 Amulets make your neck look great! |
copper ring of the mind (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: offense ------ Damage +11% mind defense ------ Resistance +11% mind Rings make your fingers look great! |
gladiator's gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego++] Master While equipped: Stats +5 Str +4 Con offense ------ Physical Power +5 (+2 eff.) Accuracy +9 (+3 eff.) Ignore Armor +10 defense ------ Defense +10 (+5 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+3 eff.) Rings make your fingers look great! |
warrior's copper ring of frost (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +11% cold defense ------ Armor +6 Resistance +22% cold Rings make your fingers look great! |
Zubimira the Wildstun (29-44 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Random Unique] Arcane/Master Weapon Damage 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 blight On-crit, radius 2 +4 nature On Hit: * 13% chance to reduce strength, dexterity, and constitution by 26 While equipped: offense ------ Critical power +10.00% Spellpower/crit +2 Damage +6% blight Ignore resists +9% physical Accuracy +7 (+3 eff.) Ignore Armor +7 Massive two-handed battleaxes. |
Lisyriatira the iron dagger (10-12 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 9.5 - 12.3 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-crit, radius 2 +8 mind On Hit: * 20 arcane resource burn While equipped: offense ------ Ignore resists +7% all Accuracy +7 (+3 eff.) Ignore Armor +7 defense ------ Armor +4 Resistance +12% nature Disease Resist +20% Sharp, short and deadly. |
Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+7 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +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. |
dwarven-steel dagger of shearing (18-23 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Weapon Damage 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Ignore resists +5% all Accuracy +10 (+4 eff.) Ignore Armor +6 Sharp, short and deadly. |
truestriking steel dagger of projection (12-15 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego++] Master/Psionic Weapon Damage 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Ignore resists +6% physical Accuracy +6 (+2 eff.) Ignore Armor +5 Sharp, short and deadly. |
steel greatsword 'Fuludrandur' (28-46 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Arcane/Master Weapon Damage 28.5 - 45.6 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 +13 light +7 cold Damage Against +7% Undead On Critical: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Dex offense ------ Physical Crit +7.0% Physical Power +10 (+4 eff.) defense ------ Resistance +5% arcane Massive two-handed swords. |
balanced steel mace of dampening (13-18 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Disrupt/Master Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +7 (+3 eff.) Resistance +8% acid +7% lightning +8% fire +9% cold +2% all Spell save +7 (+3 eff.) Disarm Resist +27% Blunt and deadly. |
gifted thorny mindstar of clarity (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +10 (+6 eff.) defense ------ Mind save +2 (+1 eff.) other ------- Max psi +23.00 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. |
inquisitor's thorny mindstar of life (10-10 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Disrupt Weapon Damage 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On Critical: * Deals 21 Manaburn damage and puts 1 random spell talent on cooldown for 2 turns (checks Confusion immunity) While equipped: offense ------ Mind Crit +3% Mindpower +6 (+4 eff.) defense ------ Life +18.00 Life Regen +0.70 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
rough leather sling of piercing4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Ego+] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 While equipped: offense ------ Ignore resists +7% all Accuracy +6 (+2 eff.) Ignore Armor +7 Slings are used to hurl stones or metal shots at your foes. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 187.74 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (375). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
ash starstaff 'Gewyn' (15-18 power, 3 apr, light element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Wil +4 Con offense ------ Physical Crit +7.0% Spell Crit +8% Critical power +12.00% Spellpower +17 (+5 eff.) On-Hit 19 arcane Damage +15% light +3% temporal Ignore resists +15% temporal defense ------ Life Regen +0.70 Healmod +12% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max mana +39.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel waraxe 'Kindlewyrd' (12-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Master 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 Critical: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Spell Crit +4% Critical power +10.00% Physical Power +6 (+2 eff.) Damage +12% arcane When Hit 10 light defense ------ Resistance +6% light other ------- See Invisibility +6 One-handed war axes. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Shadowtrial the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +9% darkness defense ------ Resistance +12% acid +3% nature +6% light +7% darkness Unlife -20.00 life Life +20.00 Life Regen +4.00 A belt that goes around your waist. |
Shimmerstreak1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) When Hit 6 lightning defense ------ Resistance +6% blight +12% cold +3% light +6% lightning Spell save +16 (+6 eff.) other ------- Size +1 A belt that goes around your waist. |
nightruned rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: offense ------ Physical Power +3 (+1 eff.) defense ------ Resistance +6% light +5% darkness Spell save +5 (+2 eff.) other ------- Size +1 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 +5% light +7% 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 'Aeregamina'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Con offense ------ Critical power +5.00% Physical Power +18 (+6 eff.) defense ------ Resistance +3% darkness Physical save +3 (+1 eff.) Spell save +6 (+3 eff.) Unlife -60.00 life other ------- Size +1 A belt that goes around your waist. |
Mardurain the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +2 (+1 eff.) defense ------ Defense +1 (+0 eff.) Fatigue -2% Resistance +12% cold +3% nature +5% arcane Life Regen +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nyldil (11 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +3 Dex offense ------ Physical Crit +1.0% Ignore Armor +2 defense ------ Armor +6 Defense +11 (+5 eff.) Resistance +11% darkness +10% temporal Out-of-Phase Defense +12 Out-of-Phase Resistance +11% Out-of-Phase Resilience +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Scorchrace the cashmere cloak (32 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +4 Dex defense ------ Defense +32 (+13 eff.) Resistance +21% fire Physical save +7 (+2 eff.) other ------- Max stamina +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sootwilter (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex offense ------ Damage +12% darkness When Hit 6 cold defense ------ Defense +1 (+0 eff.) Resistance +3% darkness +6% cold 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. |
linen cloak of the Shaloren (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane While equipped: Stats +1 Mag +1 Wil defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Adiwyn (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Wil +2 Mag offense ------ Mind Crit +3% Mindpower +3 (+3 eff.) Damage +8% physical +10% light +8% temporal Ignore resists +6% temporal +6% physical defense ------ Resistance +15% light +9% all Crit Resistance 15.00% Mind save +19 (+10 eff.) Anomaly Control +10 other ------- Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Duroyaleg the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: Stats +2 Str +4 Dex +4 Wil offense ------ Mind Crit +6% Critical power +10.00% Damage +16% nature defense ------ Resistance +24% nature +9% all Mind save +6 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of darkness (+15%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +2 (+0 eff.) Damage +10% darkness defense ------ Resistance +15% darkness +7% all Spell save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of darkness (+16%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +11% darkness defense ------ Resistance +16% darkness +9% all Spell save +15 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Amagadin the Ashvagrant (0 def, 2 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str +3 Mag offense ------ Damage +9% fire defense ------ Armor +2 Resistance +3% mind other ------- Infravision +2 A pair of boots made of leather. |
Chamuharalen the Cracklerage (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +1 Wil offense ------ Damage +3% lightning defense ------ Armor +4 Fatigue +3% Resistance +9% lightning +8% temporal +6% fire +7% cold Life Regen +6.00 Healmod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Layiwyn the Hailfiend (0 def, 4 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Cun offense ------ Critical power +5.00% Damage +6% mind When Hit 2 cold defense ------ Armor +4 Fatigue +2% other ------- Max hate +6.00 Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Woeimmortal (10 def, 7 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Str offense ------ Physical Power +10 (+4 eff.) defense ------ Armor +7 Defense +10 (+5 eff.) Fatigue +2% Resistance +3% darkness other ------- Infravision +1 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 'Gemadar' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +5 Wil +3 Con offense ------ Mindpower +15 (+9 eff.) Damage +6% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 12 defense ------ Armor +3 Fatigue +2% Resistance +9% mind Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 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. |
pair of rough leather boots 'Fogbore' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +4 (+1 eff.) Damage +3% mind Ignore resists +5% darkness On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 26 defense ------ Armor +1 Resistance +3% blight +3% mind A pair of boots made of leather. |
undeterred pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Str +3 Con defense ------ Armor +4 Fatigue +3% Silence Resist +21% Confus Resist +26% Stun Resist +30% Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 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. |
Earyredor the Sunwitch (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) On-Hit 5 blight Damage +3% blight +3% fire Accuracy +7 (+3 eff.) On-Hit (Melee): * 10% chance to slow global speed by 37% defense ------ Armor +2 Resistance +5% blight Physical save +5 (+2 eff.) Mind save +5 (+3 eff.) 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. |
Ereliroddazor the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +2 Wil +1 Cun offense ------ Spell Crit +3% Physical Power +7 (+3 eff.) On-Hit 7 fire Damage +6% fire Accuracy +12 (+4 eff.) defense ------ Armor +2 Fatigue +3% Resistance +5% fire 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 of dexterity (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +10 (+4 eff.) defense ------ Armor +1 Fatigue +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. |
Eclipseedge (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Ignore resists +25% darkness defense ------ Armor +3 Fatigue +5% Resistance +6% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Erylen the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Wil +12 Con offense ------ Damage +9% physical Ignore resists +15% physical defense ------ Armor +3 Fatigue +3% Physical save +15 (+5 eff.) A cap made of leather. |
Polussra (2 def, 0 armour)2.0 Encumbrance T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +5 Wil +5 Cun offense ------ Spell Crit +2% Mindpower +5 (+4 eff.) Damage +14% blight +3% arcane +3% mind +15% darkness defense ------ Defense +2 (+1 eff.) Resistance +22% darkness +14% blight other ------- Mana/turn +0.12 A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+5 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Voriyabeth the Flameglory (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +6% fire Ignore resists +5% acid +15% fire +10% mind defense ------ Armor +3 Fatigue +3% Resistance +12% acid +11% cold +12% fire other ------- Breathe water A cap made of leather. |
aegis linen wizard hat of knowledge (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +3 Wil offense ------ Mindpower +4 (+3 eff.) defense ------ Defense +1 (+0 eff.) Shield Power +5% Life Regen +1.50 A pointy cloth hat, very wizardly... |
iron helm 'Betamissra' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Mag offense ------ Damage +3% mind defense ------ Armor +3 Fatigue +5% Resistance +11% light +10% darkness Crit Resistance 5.00% Mind save +9 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Deepsream' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +15% darkness +11% cold Ignore resists +10% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 10% defense ------ Defense +1 (+0 eff.) Resistance +3% lightning +25% cold other ------- Light +1 A pointy cloth hat, very wizardly... |
rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +1 Fatigue +1% A cap made of leather. |
shielding linen wizard hat of darkness (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +11% darkness defense ------ Defense +1 (+0 eff.) Resistance +16% darkness Spell save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 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 (+1 eff.) Fatigue +12% Life +20.00 Life Regen +1.00 Healmod +10% A suit of armour made of mail. |
Unryrath the rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: Stats +3 Wil offense ------ Physical Crit +3.0% Critical power +11.00% Physical Power +6 (+2 eff.) Mindpower +5 (+4 eff.) Ignore resists +10% mind defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Mind save +3 (+2 eff.) other ------- Hate-on-crit +3.00 A suit of armour made of leather. |
cleansing hardened leather armour of Eyal (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Nature/Disrupt While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +12% nature +12% blight Life +37.00 Life Regen +1.00 Healmod +12% A suit of armour made of leather. |
hardened leather armour of lightning resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Master While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +18% lightning A suit of armour made of leather. |
steel plate armour of clarity (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Ego] Psionic While equipped: defense ------ Armor +9 Fatigue +22% Resistance +7% mind Mind save +12 (+6 eff.) A suit of armour made of metal plates. |
11 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. |
401 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. |
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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Skypanic (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Damage +3% lightning Ignore Armor +7 defense ------ Defense +20 (+9 eff.) Resistance +12% light Unlife -20.00 life Cut Resist +10% Disarm Resist +10% While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Emonne' (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag offense ------ Spell Crit +5% defense ------ Resistance +3% blight +5% arcane Physical save +9 (+3 eff.) Life +20.00 Disease Resist +20% Teleport Resist +10% other ------- Max mana +25.00 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. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Beraharahek the Blackbraze2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% darkness When Hit 8 darkness On-Hit (Melee): * 10% chance to reduce all saves and defense by 12 * 10% chance to reduce damage dealt by 10% defense ------ Resistance +3% acid +6% mind Life +43.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Emitha the Strikespar2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +5 Str offense ------ Critical power +10.00% Accuracy +10 (+4 eff.) Ignore Armor +1 When Hit 11 fire defense ------ Resistance +3% lightning +6% fire 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. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 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 113.91 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 113.91 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. |
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. |
brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +41.00 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. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+4 eff.) defense ------ Mind save +10 (+5 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 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Ulanarilach the Blackmire [power 380] (3/15 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +9% arcane +15% darkness When Hit 6 arcane Blast the opponent's mind dealing 380 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage by 28% for 2 turns. 100% to heal for 30. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Polatta the elm totem of healing [power 116] (3/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Resistance +15% lightning +6% darkness Life +40.00 Disarm Resist +10% Stun Resist +20% Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
2 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. |
Soottorrent [power 116] (3/15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +6 Wil offense ------ Damage +9% mind +9% darkness When Hit 2 darkness other ------- Max psi +20.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
11 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. |
7 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. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Glorp Rottballs the Ogre Writhing One level 10
8th Mirth 122nd year of Ascendancy at 20:44 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Glorp Rottballs the Ogre Writhing One level 10
8th Mirth 122nd year of Ascendancy at 20:42 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Glorp Rottballs the Ogre Writhing One level 20
56th Dusk 122nd year of Ascendancy at 14:22 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Glorp Rottballs the Ogre Writhing One level 23
15th Haze 122nd year of Ascendancy at 04:37 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Glorp Rottballs the Ogre Writhing One level 11
25th Dusk 122nd year of Ascendancy at 12:00 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Glorp Rottballs the Ogre Writhing One level 10
1st Flare 122nd year of Ascendancy at 01:05 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Glorp Rottballs the Ogre Writhing One level 10
3rd Flare 122nd year of Ascendancy at 00:17 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Glorp Rottballs the Ogre Writhing One level 17
46th Dusk 122nd year of Ascendancy at 20:40 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Glorp Rottballs the Ogre Writhing One level 23
60th Haze 122nd year of Ascendancy at 18:20 see stats
Log
Epidemic from Xerumilaith the master vampire hits Glorp Rottballs for 10 blight damage.
Glorp Rottballs activates Mirror Shards, forging a reflective barrier!
A shield forms around Glorp Rottballs.
Glorp Rottballs no longer seems to be in sync with his ally.
Glorp Rottballs is no longer out of phase.
Glorp Rottballs reflects damage back to Something!
Poison from Layylle the black mamba hits Glorp Rottballs for (70 absorbed), 0 nature (0 total damage).
Rotting Disease from Xerumilaith the master vampire hits Glorp Rottballs for (5 absorbed), 0 blight (0 total damage).
Epidemic from Xerumilaith the master vampire hits Glorp Rottballs for (10 absorbed), 0 blight (0 total damage).
Glorp Rottballs hits Something for 35 reflected damage.
Glorp Rottballs hits Something for 5 reflected, 3 reflected (8 total damage).
Glorp Rottballs wears (replacing Ulanarilach the Blackmire [power 380] (5/15 cooldown)): extending yew totem of healing [power 260] (5/15 cooldown).
Talent Chaos Orbs is ready to use.
Glorp Rottballs reflects damage back to Something!
Poison from Layylle the black mamba hits Glorp Rottballs for (112 absorbed), 0 nature (0 total damage).
Rotting Disease from Xerumilaith the master vampire hits Glorp Rottballs for (11 absorbed), 0 blight (0 total damage).
Epidemic from Xerumilaith the master vampire hits Glorp Rottballs for (21 absorbed), 0 blight (0 total damage).
Glorp Rottballs hits Something for 56 reflected damage.
Glorp Rottballs hits Something for 11 reflected, (6 ignored), 6 reflected (16 total damage).
Your shield crumbles under the damage!
The shield around Glorp Rottballs crumbles.
Glorp Rottballs reflects damage back to Something!
Poison from Layylle the black mamba hits Glorp Rottballs for (34 absorbed), 78 nature (78 total damage).
Epidemic from Xerumilaith the master vampire hits Glorp Rottballs for (21 absorbed), 0 blight (0 total damage).
Glorp Rottballs hits Something for 17 reflected damage.
Glorp Rottballs hits Something for 11 reflected damage.
Glorp Rottballs the level 23 ogre writhing one was naturalised to death by Layylle the black mamba on level 1 of Old Forest.




























































































































