









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 | Ghoul |
| Class | Reaver |
| Level / Exp | 21 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by Guvena the yellow jelly at level 21 on the 20th Haze 122nd year of Ascendancy at 00:41 / 1 |
Primary Stats
| Strength | 67 (base 41) |
| Dexterity | 12 (base 11) |
| Constitution | 52 (base 10) |
| Magic | 61 (base 50) |
| Willpower | 12 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -23/723 |
| Vim | 64/227 |
| Healing Factor | 1.289329218765 |
| Regeneration | 0.32233230469125 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 1 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 90 |
| Accuracy | 55 |
| Crit Chance | 24% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 31 |
| Accuracy | 55 |
| Crit Chance | 10% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +28% |
| Arcane | +15% |
| Cold | +15% |
| All | 0% |
| Lightning | +6% |
| Light | +3% |
| Temporal | +6% |
| Fire | +15% |
| Darkness | +9% |
Offense: Damage Penetration
| Lightning | +5% |
| Light | +25% |
| Physical | +45% |
Defense: Base
| Armour (hardiness) | 14 (38.594633868923%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 22 |
| Mental Save | 7 |
Defense: Resistances
| Cold | + 41%( 70%) |
| Lightning | + 31%( 70%) |
| Light | + 30%( 70%) |
| Nature | + 29%( 70%) |
| Darkness | + 30%( 70%) |
| Physical | + 23%( 70%) |
| Fire | + 26%( 70%) |
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Disarm Resistance | 40% |
| Bleed Resistance | 75% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 282 damage for 5 turns. Its effects scale with your Constitution 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 111 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 18 Travel Speed: instantaneous 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 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 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 successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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 talent Vitality (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 warg claw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * '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.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Agrimley the hermit needs your help making an elixir of focus. 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.' * You've found the needed green worm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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 black mamba head. * '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 pouch of bone giant dust. | 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 within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | undeterred pair of iron boots of rushing (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Str +3 Con defense ------ Armor +3 Fatigue +2% Silence Resist +20% Confus Resist +20% Stun Resist +20% Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Shimmerrace'2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Physical Power +10 (+3 eff.) Damage +6% lightning +3% blight Ignore resists +5% lightning Ignore Armor +1 When Hit 12 fire defense ------ Resistance +2% physical +5% 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. |
| On head | iron helm 'Dagodar' (10 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Physical Power +20 (+5 eff.) Ignore resists +20% physical Accuracy +10 (+4 eff.) defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue +5% Resistance +11% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | 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. |
| On fingers | copper ring 'Wintertreason'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +4 Str +2 Cun +5 Con offense ------ Physical Power +5 (+1 eff.) When Hit 4 arcane 2 cold other ------- Light +3 Infravision +1 See Invisibility +3 Rings make your fingers look great! |
| On fingers | Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.26 cold and 8.05 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around neck | Flashhunter0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +15% fire +3% light +6% temporal Ignore resists +25% light defense ------ Resistance +12% lightning Stun Resist +21% other ------- Light +2 Amulets make your neck look great! |
| In main hand | Corpathus (40-56 power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Master/Unknown Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +17.0% Attack Speed 100% On-hit +18 draining blight On Critical: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Critical power +22.00% Damage +5% blight defense ------ Cut Resist -25% other ------- Max vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| Around waist | Lisyldata the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +25% physical Accuracy +20 (+6 eff.) defense ------ Physical save +6 (+3 eff.) Life +31.00 A belt that goes around your waist. |
| In off hand | Gloomwrither (15-18 power, 3 apr, blight element)5.0 Encumbrance T2 staff 1H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Con offense ------ Physical Crit +5.0% Spell Crit +13% Physical Power +5 (+1 eff.) Spellpower +12 (+4 eff.) Damage +9% darkness +15% blight Accuracy +5 (+2 eff.) defense ------ Defense +10 (+5 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 106.83 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| Cloak | Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+4 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| 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 (+5 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. |
Inventory
healing infusion of the titan (heal 152; 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 152 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. |
movement infusion of the sneak (speed 515%; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 515% 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 Cunning 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 585%; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 585% 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. |
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. |
blink rune of the warrior (range 5; phase 19; cd 10)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 19%, your defense is increased by 19 and all your resistances by 19%. 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 20; cd 12)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 12 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 20%, your defense is increased by 20 and all your resistances by 20%. 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. |
blink rune of the wizard (range 6; phase 17; cd 10)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 10 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 17%, your defense is increased by 17 and all your resistances by 17%. 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. |
shatter afflictions rune of the sneak (absorb 34; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 34 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 121; 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 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 121 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 81; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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... |
copper amulet of healing0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Healmod +12% Cut Resist +40% Heal: Puts all charms on 35 turn cooldown Effective talent level: 1.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 116 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Gohad0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% lightning Ignore resists +10% physical Accuracy +15 (+5 eff.) When Hit 8 mind defense ------ Resistance +22% lightning +6% blight other ------- Max hate +2.00 Rings make your fingers look great! |
copper ring 'Loamtooth'0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +3% arcane +3% nature +12% mind Ignore resists +20% arcane +5% mind On-Hit (Melee): * 10% chance to slow global speed by 37% defense ------ Mind save +6 (+6 eff.) Rings make your fingers look great! |
marksman's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring of light (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +11% light defense ------ Resistance +22% light Spell save +4 (+2 eff.) Rings make your fingers look great! |
steel battleaxe 'Delovon' (32-47 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Random Unique] Arcane/Master Weapon Damage 31.5 - 47.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +7.0% Attack Speed 100% On-hit +10 blight On Hit: 20% Epidemic level 2 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 25 While equipped: offense ------ Ignore resists +7% physical Accuracy +10 (+4 eff.) Ignore Armor +11 defense ------ Disease Resist +15% other ------- Max hate +2.00 Massive two-handed battleaxes. |
Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon Reqs Cun 16 [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 (+6 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. |
Woewyrd (18-23 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Nature/Master Weapon Damage 18.0 - 23.4 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 +10 nature +4 mind While equipped: offense ------ When Hit 2 darkness Sharp, short and deadly. |
steel dagger of paradox (12-15 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane 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 +9 temporal While equipped: defense ------ Resistance +5% temporal Sharp, short and deadly. |
dwarven-steel greatmaul 'Velonne' (42-62 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Random Unique] Arcane/Psionic Weapon Damage 41.5 - 62.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +7 light Damage Against +9% Undead On-Hit, radius 1 +8 physical On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 87 damage While equipped: Stats +1 Con defense ------ Unlife -80.00 life other ------- Max stamina +10.00 Massive two-handed mauls. |
elm longbow of acid4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Ego] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +11 acid While equipped: offense ------ Damage +12% acid Longbows are used to shoot arrows at your foes. |
steel longsword 'Aneleyon' (21-29 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Nature/Master Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +5 nature +4 acid While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +5 (+3 eff.) Resistance +6% cold +6% nature +3% darkness Disarm Resist +25% Sharp, long, and deadly. |
Fularan the iron mace (18-25 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +2 Dex +1 Con offense ------ Damage +3% mind defense ------ Resistance +6% mind Blunt and deadly. |
steel mace 'Skymortal' (20-29 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Random Unique] Master Weapon Damage 20.5 - 28.7 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: Stats +2 Str offense ------ Damage +6% physical Ignore resists +6% physical Accuracy +10 (+4 eff.) Ignore Armor +6 defense ------ Resistance +6% lightning +6% darkness +5% arcane Blunt and deadly. |
vined mindstar of life (5-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+3 eff.) defense ------ Life +17.00 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. |
ash starstaff of invocation (15-18 power, 3 apr, light element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane 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: offense ------ Spell Crit +2% Spellpower +12 (+4 eff.) Spellpower/crit +6 Damage +15% light other ------- Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 40.00 to 48.00 light damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
short elm bonestaff of illumination (10-12 power, 2 apr, blight element)5.0 Encumbrance T1 staff 1H weapon [Ego] Nature/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% blight defense ------ Defense +6 (+3 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 106.83 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
arcing steel steamsaw of crushing (14-21 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Master/Steamtech Weapon Damage 14.0 - 21.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 87 damage Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +5.0% Physical Power +5 (+1 eff.) defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
chilling dwarven-steel steamsaw (20-30 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Arcane/Steamtech Weapon Damage 20.0 - 30.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +50 On-hit +8 cold Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Bleakclash (12-16 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +4.5% Attack Speed 100% On-hit +12 darkness On-crit, radius 2 +12 physical While equipped: offense ------ Ignore resists +6% physical Accuracy +7 (+3 eff.) Ignore Armor +7 On-Hit (Melee): * 20% chance to reduce damage dealt by 10% defense ------ Defense +5 (+3 eff.) other ------- See Invisibility +9 One-handed war axes. |
Skullcleaver (20-28 power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
chilling steel waraxe of ruin (12-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Arcane/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-hit +7 cold While equipped: offense ------ Physical Crit +7.0% Critical power +10.00% Ignore Armor +8 One-handed war axes. |
iron waraxe (12-16 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Normal] Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% One-handed war axes. |
iron waraxe (12-18 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Normal] Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% One-handed war axes. |
plaguebringer's dwarven-steel waraxe of daylight (20-27 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Arcane Weapon Damage 19.5 - 27.3 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 +12 blight +9 light Damage Against +10% Undead On Hit: 20% Epidemic level 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 25 While equipped: defense ------ Disease Resist +21% One-handed war axes. |
steel waraxe 'Blackhunt' (13-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Master/Psionic Weapon Damage 13.0 - 18.2 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 +17 darkness Damage Against +8% Living While equipped: Stats +2 Str +2 Wil +1 Con offense ------ Damage +6% physical Accuracy +12 (+4 eff.) defense ------ Defense +6 (+3 eff.) Resistance +3% darkness Disarm Resist +21% One-handed war axes. |
truestriking dwarven-steel waraxe of erosion (20-28 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Nature/Master Weapon Damage 20.0 - 28.0 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 nature While equipped: offense ------ Ignore resists +7% physical Accuracy +8 (+3 eff.) Ignore Armor +7 One-handed war axes. |
warbringer's stralite waraxe of rage (30-43 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Master Weapon Damage 30.5 - 42.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +3 Str +2 Con offense ------ Physical Power +5 (+1 eff.) Damage +7% physical Ignore resists +13% physical Accuracy +5 (+2 eff.) defense ------ Disarm Resist +12% One-handed war axes. |
Elenegador1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Str +2 Dex offense ------ Critical power +5.00% On-Hit (Melee): * 10% chance to reduce armor by 35% defense ------ Defense +5 (+3 eff.) Resistance +5% lightning +6% temporal A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
blurring rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +2 (+1 eff.) defense ------ Defense +8 (+4 eff.) Spell save +6 (+3 eff.) Stealth +6 other ------- Size +1 A belt that goes around your waist. |
Brenerain the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +2 Wil offense ------ Critical power +5.00% Damage +3% mind Ignore Shields +20% defense ------ Defense +1 (+1 eff.) Resistance +6% mind Spell save +6 (+3 eff.) other ------- Max mana +62.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Islakira' (16 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con defense ------ Defense +16 (+8 eff.) Resistance +3% nature Cut Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Quenchmaim (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: offense ------ Spellpower +11 (+3 eff.) Damage +3% cold +7% all Ignore resists +5% acid When Hit 6 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% acid +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cracklestinger (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Str +2 Dex +1 Wil +6 Con offense ------ Damage +3% lightning defense ------ Armor +3 Fatigue +2% Resistance +3% lightning other ------- See Invisibility +3 Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 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. |
Dazzlebane (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +1 Mag offense ------ Spell Crit +6% Spellpower +4 (+1 eff.) Damage +6% light +18% blight defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 25% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Ivivea the pair of iron boots (5 def, 9 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Mag defense ------ Armor +9 Defense +5 (+3 eff.) Fatigue +2% Resistance +3% mind Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 15% chance to evade melee and ranged attacks and 6 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. 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 (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +3 Fatigue +2% 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 of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.30 Max stamina +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of rough leather boots of evasion (4 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego++] Nature/Master While equipped: defense ------ Armor +1 Defense +4 (+2 eff.) Life Regen +1.00 Healmod +11% Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 19% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Galayon the Flamevenom (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 acid Damage +4% acid Ignore resists +20% fire When Hit 4 temporal defense ------ Armor +2 Fatigue +3% Resistance +7% acid +6% fire +12% temporal 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. |
Lorygayon (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 acid Damage +6% acid On-Hit (Melee): * 20% chance to reduce all saves and defense by 12 * 20 arcane resource burn defense ------ Armor +2 Fatigue +3% Resistance +11% acid +9% temporal +3% nature +3% darkness Spell save +9 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+2 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 2.0 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 223.36 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
blighted rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ On-Hit 6 blight Damage +3% blight Accuracy +11 (+4 eff.) defense ------ Armor +1 Resistance +5% blight 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. |
corrosive rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 6 acid Damage +3% acid Accuracy +11 (+4 eff.) defense ------ Armor +1 Resistance +5% acid 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. |
sand rough leather gloves of strength (+3) (0 def, 7 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+1 eff.) On-Hit 6 physical Damage +4% physical defense ------ Armor +7 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. |
Demonwaker (11 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Damage +10% blight Ignore resists +5% darkness defense ------ Defense +11 (+6 eff.) Resistance +10% blight Mind save +6 (+6 eff.) Blind Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pointy cloth hat, very wizardly... |
insulating iron helm of strength (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% Resistance +5% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Velomina' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +1 Wil offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +9% blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 25 defense ------ Defense +1 (+1 eff.) Spell save +3 (+2 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +0.22 Mana-on-crit +2.00 A pointy cloth hat, very wizardly... |
rough leather cap of constitution (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% A cap made of leather. |
Arylewen (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Random Unique] Nature/Master While equipped: Stats +5 Str +1 Dex offense ------ Critical power +15.00% Damage +3% temporal defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% fire +10% darkness +6% physical Life Regen +2.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Stamina/turn +0.60 Light +2 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 10 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
radiant steel mail armour of implacability (2 def, 11 armour)14.0 Encumbrance T2 heavy armor [Ego++] Nature/Master While equipped: Stats +2 Wil defense ------ Armor +11 Defense +2 (+1 eff.) Fatigue +7% Resistance +14% blight +15% darkness Physical save +6 (+3 eff.) other ------- Light +1 A suit of armour made of mail. |
steel mail armour of the deep (2 def, 7 armour)14.0 Encumbrance T2 heavy armor [Ego+] Nature While equipped: defense ------ Armor +7 Defense +2 (+1 eff.) Fatigue +12% Resistance +5% acid +7% cold other ------- Breathe water A suit of armour made of mail. |
Kublek (6 def, 13 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun offense ------ Damage +6% arcane +12% blight defense ------ Armor +13 Defense +6 (+3 eff.) Fatigue +22% Resistance +17% fire Mind save +10 (+10 eff.) Life +24.00 A suit of armour made of metal plates. |
swashbuckler's steel shield of resistance (0 def, 4 armour, 42.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego++] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str +2 Dex offense ------ Accuracy +7 (+3 eff.) defense ------ Armor +4 Fatigue +8% Resistance +5% acid +7% fire +6% lightning +5% cold other ------- Talents +1 Block Handheld deflection devices. |
8 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. |
174 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 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 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. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 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. |
Singewire (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +7 Mag offense ------ Damage +6% nature +6% blight defense ------ Resistance +3% blight +3% fire +11% nature 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. |
6 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 (+2 eff.) Item imbue powers: Defense +2 (+1 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. |
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 125.48 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 125.48 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Ravenmortal'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +3 Mag offense ------ Damage +3% darkness When Hit 4 darkness 2 physical defense ------ Armor +2 Crit Resistance 5.00% other ------- Light +6 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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 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. |
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. |
barbed pouch of steel shots of accuracy (19/19, 28-34 power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego+] Master Weapon Damage 28.0 - 33.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +2 Critical Rate +11.5% Capacity 19 On Critical: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Emenor the steel torque of psionic shield [power 49] (25 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +1 Dex offense ------ Physical Power +20 (+5 eff.) Ignore resists +10% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 12 other ------- Psi when Hit +0.08 Max stamina +30.00 Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive iron torque of mindblast [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing 'Aeryrion' [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +1 Con offense ------ Accuracy +10 (+4 eff.) Ignore Armor +5 defense ------ Physical save +3 (+2 eff.) Unlife -20.00 life Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
powerful elm wand of shielding [power 116] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
10 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
5 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 the Ghoul Reaver level 9
5th Dusk 122nd year of Ascendancy at 22:42 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Glorp the Ghoul Reaver level 10
17th Dusk 122nd year of Ascendancy at 02:28 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Glorp the Ghoul Reaver level 20
17th Haze 122nd year of Ascendancy at 08:07 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Glorp the Ghoul Reaver level 10
17th Dusk 122nd year of Ascendancy at 02:44 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Glorp the Ghoul Reaver level 10
37th Dusk 122nd year of Ascendancy at 16:07 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Glorp the Ghoul Reaver level 16
73rd Dusk 122nd year of Ascendancy at 07:24 see stats
Log
Glorp's purging blight area effect hits Carrion worm mass for 0 blight damage.
Glorp's purging blight area effect hits Lisuba the red ooze for 30 blight damage.
Glorp's purging blight area effect hits Carrion worm mass for 0 blight damage.
Glorp receives 46 healing from Glorp's purging blight area effect.
Glorp's purging blight area effect hits Guvena the yellow jelly for 24 blight damage.
Weakness Disease from Glorp hits Guvena the yellow jelly for 38 blight damage.
Melee retaliation hits Guvena the yellow jelly for 2 cold, 4 arcane, 13 fire, 10 blight (29 total damage).
Melee retaliation hits Lisuba the red ooze for 3 cold, 4 arcane, 13 fire, 12 blight (33 total damage).
Raze hits Glorp for 8 darkness, 5 darkness, 5 darkness (18 total damage).
Lisuba the red ooze's Beyond the Flesh hits Glorp for 110 physical, 5 mind, 6 healing, 14 physical (130 total damage) [6 healing].
Lisuba the red ooze uses Realign.
Lisuba the red ooze's mind surges with critical power!
Lisuba the red ooze receives 309 healing.
Carrion worm mass hits Lisuba the red ooze for (3 to psi shield), 4 physical (4 total damage).
Guvena the yellow jelly uses Slash.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 53.
Guvena the yellow jelly hits Glorp for 157 lightning, 10 lightning, 12 lightning, 5 healing, 25 lightning (204 total damage) [5 healing].
Melee retaliation hits Guvena the yellow jelly for 2 cold, 4 arcane, 13 fire, 10 blight (29 total damage).
Guvena the yellow jelly speeds up.
Guvena the yellow jelly's Beyond the Flesh performs a melee critical strike against Glorp!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 57.
Guvena the yellow jelly's Beyond the Flesh hits Glorp for 171 lightning damage.
Carrion worm mass's wormblight area effect hits Guvena the yellow jelly for 32 blight damage.
Glorp's purging blight area effect hits Lisuba the red ooze for 30 blight damage.
Glorp's purging blight area effect hits Carrion worm mass for 0 blight damage.
Glorp's purging blight area effect hits Carrion worm mass for 0 blight damage.
Glorp's purging blight area effect hits Guvena the yellow jelly for 24 blight damage.
Weakness Disease from Glorp hits Guvena the yellow jelly for 38 blight damage.
Melee retaliation hits Guvena the yellow jelly for 2 cold, 4 arcane, 13 fire, 10 blight (29 total damage).
Glorp the level 21 ghoul reaver was zapped to death by Guvena the yellow jelly on level 3 of The Maze.



















































































































