












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! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Female |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 19 / 14% |
| Size | medium |
| Lifes / Deaths | Killed by steamgun turret at level 19 on the 46th Haze 122nd year of Ascendancy at 18:48 / 1 |
Primary Stats
| Strength | 13 (base 11) |
| Dexterity | 46 (base 38) |
| Constitution | 15 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 50 (base 47) |
Resources
| Life | -52/582 |
| Stamina | 41/162 |
| Healing Factor | 1.0460311219418 |
| Regeneration | 3.3996011463107 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 37.637072247758 |
| See Invisible | 49.637072247758 |
Offense: Mainhand
| Damage | 9 |
| Accuracy | 54 |
| Crit Chance | 19% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 29 |
| Accuracy | 54 |
| Crit Chance | 16% |
| APR | 29 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Cold | +11% |
| Fire | +3% |
| Mind | +11% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 6 (49.007671158813%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 8 |
| Mental Save | 23 |
Defense: Resistances
| Physical | + 8%( 70%) |
| Cold | + 30%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 10%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 10%( 70%) |
| Mind | + 28%( 70%) |
| Fire | + 21%( 70%) |
| Lightning | + 24%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Stun Resistance | 23% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 63% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 253 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 684% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Artifice | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 3/5 |
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 tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed giant spider spinneret. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed xorn fragment. * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed sandworm tooth. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
| On feet | Emiravena the pair of rough leather boots (0 def, 1 armour) =+20HP=2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Resists +1% physical +3% temporal +6% fire +9% mind +6% cold Max.HP +20.00 Disarm- +20% A pair of boots made of leather. |
| Light source | Velibrena the brass lantern =+81HP=2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.crit +1% Crit.mult +5.00% ----- def ----- Resists +3% mind +3% cold Phys.save +18 (+9 eff.) Max.HP +81.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Dagimahad (1 def, 0 armour) =+20hp=2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Dmg.mod +11% mind ----- def ----- Defense +1 (+1 eff.) Resists +11% mind Max.HP +20.00 ---------- misc Max.psi +10.00 Light +3 Infravis +1 See.Invis +12 A pointy cloth hat, very wizardly... |
| On hands | Arureta (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Dex +1 Wil +3 Cun dps ---------- Acc +10 (+3 eff.) Melee Ret 2 mind ----- def ----- Armour +1 ---------- misc Hate/m.crit +1.00 Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +1 Crit +6.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | focusing elm totem of healing [power 116] (10/10 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 10 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | titan's copper ring of tenacity0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +23.00 Disarm- +20% Pinning- +22% Knockbk- +23% Rings make your fingers look great! |
| On fingers | psionicist's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) HP.reg +3.00 Stun/Frz- +23% Rings make your fingers look great! |
| Around neck | Sparkbloom the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% lightning +3% fire ----- def ----- Resists +6% lightning +9% fire +9% light ---------- misc Light +1 Amulets make your neck look great! |
| In main hand | Murksage the iron longsword (11-15 power, 3 apr)3.0 T1 longsword 1H weapon [Rare] Arcane Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +7 blight +4 darkness On Hit.r1 +8 darkness On Hit: * 5% chance to reduce strength, dexterity, and constitution by 6 While equipped: dps ---------- Melee Ret 6 physical ----- def ----- Resists +3% darkness Die.at -40.00 life Sharp, long, and deadly. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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. |
| In off hand | Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +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. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Boltblood the linen robe (0 def, 0 armour) =12% lightning=2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +11% cold Res.pen +15% lightning On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Resists +12% lightning +16% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the psychic (heal 68; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 68 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the psychic (heal 77; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 77 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the duelist (speed 538%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 538% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. 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; blight, temporal, nature, physical)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 blight, 4 temporal, 5 nature, 2 physical Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+8 eff.) Spell.save +15 (+13 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% lightning Stun/Frz- +22% Amulets make your neck look great! |
rogue's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Resists +20% darkness Rings make your fingers look great! |
steel ring 'Emigavena'0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Cun +3 Con ----- def ----- Armour +2 Defense +15 (+6 eff.) Phys.save +6 (+3 eff.) ---------- misc Equi/ret +0.08 Hate/m.crit +4.00 Rings make your fingers look great! |
balanced dwarven-steel battleaxe of dampening (31-46 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Disrupt/Master Power 31.0 - 46.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +13% acid +13% lightning +12% cold +16% fire +5% all Spell.save +10 (+10 eff.) Disarm- +29% Massive two-handed battleaxes. |
chilling iron battleaxe of paradox (15-22 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 15.0 - 22.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 temporal +12 cold While equipped: ----- def ----- Resists +7% temporal Massive two-handed battleaxes. |
balanced dwarven-steel dagger of massacre (21-27 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 21.0 - 27.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +30% Sharp, short and deadly. |
balanced iron dagger of massacre (15-20 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 15.0 - 19.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +21% Sharp, short and deadly. |
dwarven-steel dagger 'Eilinarama' (16-21 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 16.0 - 20.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +8 (+3 eff.) Resists +12% light +5% arcane Spell.save +15 (+13 eff.) Disarm- +31% ---------- misc Hate/m.crit +3.00 Sharp, short and deadly. |
hateful iron dagger of massacre (15-20 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master/Psionic Power 15.0 - 19.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 darkness Against +6% Living Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
slime-covered iron dagger of persecution (9-12 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Disrupt Power 9.0 - 11.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Against +5% Unnatural On Hit: * 5% chance to slow global speed by 42% While equipped: Stats +1 Wil Sharp, short and deadly. |
steel dagger 'Betoda' (16-21 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Nature/Master Power 16.0 - 20.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +13 nature On Crit.r2 +4 arcane While equipped: Stats +2 Dex dps ---------- Crit.mult +10.00% Phys.pwr +5 (+5 eff.) Sharp, short and deadly. |
thought-forged steel dagger of massacre (20-25 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master/Psionic Power 19.5 - 25.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 mind On Hit: * 17% chance to reduce all saves and defense by 17 While equipped: Stats +2 Cun +1 Wil Sharp, short and deadly. |
iron greatmaul of massacre (24-35 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Master Power 23.5 - 35.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. |
warden's ash longbow of piercing4.0 T2 longbow 2H weapon Reqs Shoot [Ego++] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +3 Mag dps ---------- Dmg.mod +8% temporal +11% physical Res.pen +9% physical +9% temporal +9% all Acc +15 (+5 eff.) Apr +9 ---------- misc Reload +3 Masteries +0.15 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
dwarven-steel longsword 'Glitteroozer' (24-34 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Arcane Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +12 acid +13 cold On Crit.r2 +8 light While equipped: dps ---------- Dmg.mod +15% fire Melee Ret 2 light On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Resists +9% fire Sharp, long, and deadly. |
Zubemith (16-22 power, 10 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Random Unique] Arcane/Psionic Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +1.0% Atk.spd 100% Phasing +11% On Hit: * Create an explosion dealing 15 cold damage (1/turn) * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +6% cold Res.pen +5% cold ----- def ----- Resists +6% fire Blind- +10% ---------- misc Equi/ret +0.12 Blunt and deadly. |
dwarven-steel mace (29-41 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Normal] Power 29.0 - 40.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
Scorchoozer (8-9 power, 24 apr, mind damage) =24 wil=3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +12 fire While equipped: Stats +4 Cun dps ---------- Mind.crit +6% Crit.mult +11.00% Mind.pwr +6 (+3 eff.) Dmg.mod +3% mind +3% physical Acc +5 (+2 eff.) ----- def ----- Resists +6% fire Die.at -40.00 life ---------- misc 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. |
gifted vined mindstar of life (4-4 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 4.0 - 4.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+4 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.70 ---------- misc 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. |
nature's vined mindstar of balance (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +4% nature ----- def ----- Resists +3% blight Phys.save +4 (+2 eff.) Spell.save +3 (+3 eff.) Mind.save +3 (+1 eff.) Disease- +12% ---------- misc Equi/ret +0.90 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. |
nature's vined mindstar of resolve (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +4% blight Spell.save +3 (+3 eff.) Disease- +12% ---------- misc 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. |
projecting vined mindstar (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +7% lightning +6% fire +6% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection 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. |
vined mindstar (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Normal] Nature Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc 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. |
enhanced cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +3 Cun +5 Con Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling of lightning4.0 T3 sling 1H weapon Reqs Shoot [Ego] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +10 lightning While equipped: dps ---------- Dmg.mod +10% lightning Slings are used to hurl stones or metal shots at your foes. |
Amalin (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +6 (+6 eff.) Dmg.mod +15% blight +15% cold Res.pen +5% blight ----- def ----- Resists +6% blight Anom.red +20 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Bagorim the Blindtooth (22-26 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 22.0 - 26.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+11 eff.) Dmg.mod +22% physical +3% darkness +15% arcane Res.pen +25% arcane ----- def ----- Resists +5% arcane ---------- misc Max.P.En +5.00 Max.N.En +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+7 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 58.26 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% (117). 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 of protection (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% light ----- def ----- Resists +8% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Ce'Nigawen' (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+10 eff.) Dmg.mod +9% blight +15% fire ----- def ----- Armour +8 Resists +12% nature HP.reg +0.90 Heal.mod +11% Cut- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of illumination (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane/Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% fire ----- def ----- Defense +6 (+3 eff.) ---------- misc Mana/turn +0.10 Max.mana +32.00 Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 2.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 48.45 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. |
Aeregara the dwarven-steel waraxe (21-29 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Psionic Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.5% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +4 Cun dps ---------- Acc +10 (+3 eff.) ----- def ----- Resists +12% temporal One-handed war axes. |
elemental steel waraxe of crippling (16-22 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego++] Arcane/Master Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +11% fire Res.pen +5% fire One-handed war axes. |
steel waraxe (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Normal] Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
Blastroar the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Melee Ret 2 lightning On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% fire +5% cold Spell.save +3 (+3 eff.) Die.at -20.00 life Pinning- +20% Knockbk- +10% A belt that goes around your waist. |
rough leather belt 'Xanibrevea' =+60EHP=1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +2 (+2 eff.) ----- def ----- Resists +5% arcane +3% light Phys.save +3 (+2 eff.) Spell.save +5 (+5 eff.) Die.at -60.00 life Pinning- +10% Knockbk- +20% ---------- misc Size +1 A belt that goes around your waist. |
Isoramira the cashmere cloak (12 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +12 (+5 eff.) Resists +12% mind Phys.save +3 (+2 eff.) Spell.save +12 (+12 eff.) Mind.save +7 (+3 eff.) Max.HP +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kindlestun the cashmere cloak (11 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold Melee Ret 6 light ----- def ----- Defense +11 (+4 eff.) Resists +3% light +20% darkness Phys.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lisilethra the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Wil +3 Con dps ---------- Res.pen +5% arcane ----- def ----- Defense +7 (+3 eff.) Phys.save +5 (+3 eff.) ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+6 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 39 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 36.07 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+5 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+5 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +11 (+10 eff.) Dmg.mod +6% all ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blazeshine (0 def, 1 armour) =12% lightning=2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +12% lightning Res.pen +10% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Armour +1 Resists +12% lightning +6% mind Phys.save +6 (+3 eff.) Spell.save +5 (+5 eff.) Mind.save +6 (+3 eff.) A pair of boots made of leather. |
Chargepiercer (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning On Hit (Melee): * 10% chance to slow global speed by 42% ----- def ----- Armour +4 Fatigue +3% Resists +12% lightning +12% light +3% blight +5% fire +5% arcane +5% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Duveregokath (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Con dps ---------- Phys.pwr +5 (+5 eff.) Res.pen +25% blight ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +24 A pair of boots made of leather. |
Ivayassra (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mov.spd +10% Melee Ret 2 acid ----- def ----- Armour +4 Fatigue -3% Resists +9% blight Spell.save +3 (+3 eff.) Max.HP +73.00 HP.reg +2.00 Blind- +20% Silence- +10% ---------- misc Stam/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of iron boots of speed (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +4 Fatigue +2% ---------- misc Infravis +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 hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Stam/turn +0.70 Max.stam +13.00 A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +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. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 16 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 96.16 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. |
cinder dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 7 fire Dmg.mod +3% fire ----- def ----- Armour +2 Fatigue +3% Resists +6% fire Unarmed combat: Power 22.0 - 30.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +7 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
heroic dwarven-steel gauntlets (0 def, 7 armour) =+45hP=1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +7 Fatigue +3% Mind.save +5 (+2 eff.) Max.HP +45.00 Unarmed combat: Power 23.5 - 32.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +5 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Battle Shout 3 Metal gloves protecting the hands up to the middle of the lower arm. |
sand dwarven-steel gauntlets of strength (+2) (0 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+5 eff.) Melee+ 7 physical Dmg.mod +5% physical ----- def ----- Armour +8 Fatigue +3% Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +8 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Cyradatha the Nimbusblow (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Res.pen +25% lightning On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Defense +2 (+1 eff.) Resists +7% lightning +8% temporal Spell.save +3 (+3 eff.) Blind- +20% Cut- +10% A pointy cloth hat, very wizardly... |
Emumiba the Pyremarrow (25 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+8 eff.) ----- def ----- Armour +4 Defense +25 (+9 eff.) Fatigue +4% Resists +8% lightning +14% temporal +5% arcane +6% fire ---------- misc Max.stam +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glimmerbloom the rough leather cap (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% light Res.pen +20% light On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +2 A cap made of leather. |
Quasit's Skull (0 def, 12 armour) =30% stun=3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +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. |
Runeroddadur (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +3% acid Melee Ret 10 acid On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Defense +2 (+1 eff.) Resists +18% lightning +3% acid Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
Yvygawe the Blindtyphoon (1 def, 0 armour) =7 wil=2.0 T1 head armor [Rare] Master While equipped: Stats +7 Wil dps ---------- Mind.crit +2% Crit.mult +5.00% Dmg.mod +9% arcane Res.pen +15% light ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane Phys.save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
clarifying linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: Stats +3 Cun ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning A pointy cloth hat, very wizardly... |
rough leather cap 'Splendourream' (5 def, 1 armour) =4 con=2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +4 Con dps ---------- Mind.pwr +3 (+2 eff.) Acc +20 (+6 eff.) ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% ---------- misc Light +2 A cap made of leather. |
steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 13 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 14.85 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
cleansing cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +12% blight +17% fire +11% nature A suit of armour made of leather. |
cleansing cured leather armour of lightning resistance (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +18% lightning +12% nature +10% blight A suit of armour made of leather. |
cured leather armour 'Splendourquake' (10 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Random Unique] Master While equipped: Stats +3 Str +4 Dex +1 Mag dps ---------- Dmg.mod +9% light Res.pen +5% light ----- def ----- Armour +4 Defense +10 (+4 eff.) Fatigue +7% Resists +31% cold Crit.chn- 10.00% Phys.save +6 (+3 eff.) A suit of armour made of leather. |
hardened leather armour of command (16 def, 9 armour)9.0 T3 light armor Reqs Str 16 [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +9 Defense +16 (+6 eff.) Fatigue +8% Mind.save +11 (+5 eff.) A suit of armour made of leather. |
troll-hide rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Max.HP +33.00 HP.reg +3.90 Heal.mod +11% A suit of armour made of leather. |
volcanic hardened leather armour (9 def, 15 armour)9.0 T3 light armor Reqs Str 16 [Ego+] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 7 fire ----- def ----- Armour +15 Defense +9 (+4 eff.) Fatigue +8% Resists +18% fire +13% physical A suit of armour made of leather. |
Blindhack (0 def, 6 armour, 88 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Mag dps ---------- Melee+ 7 fire Dmg.mod +3% darkness Melee Ret 7 fire ----- def ----- Armour +6 Fatigue +8% Resists +6% temporal Cut- +20% Confus- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield 'Gloraldann' (0 def, 12 armour, 125 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Random Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Dex dps ---------- Melee+ 15 lightning Melee Ret 5 lightning ----- def ----- Armour +12 Fatigue +8% Max.HP +52.00 ---------- misc Equi/ret +0.16 Light +3 Talents +1 Block Handheld deflection devices. |
reinforced steel shield of arcane resistance (+10%) (0 def, 7 armour, 62 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego] Disrupt/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +7 Fatigue +8% Resists +10% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
deadly quiver of yew arrows of accuracy (21/21, 40-57 power, 10 apr)3.0 T3 arrow ammo [Ego] Master Power 40.5 - 56.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +15 Apr +10 Crit +2.0% Capacity 21 Arrows are used with bows to pierce your foes to death. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
286 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Flashquench the dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% acid ----- def ----- Armour +4 Defense +6 (+3 eff.) Resists +9% acid +7% physical +12% light +9% cold ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Ebonycast' (dig speed 38 turns) =5 str=3.0 T1 digger tool [Rare] Arcane While equipped: Stats +5 Str +1 Dex +2 Mag dps ---------- Spell.crit +5% Dmg.mod +3% darkness +9% light Apr +1 ----- def ----- Armour +2 ---------- misc Max.mana +22.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
12 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Salareta the brass lantern =5 str 2 con=2.0 T1 lite [Rare] Nature While equipped: Stats +5 Str +2 Wil +2 Con ----- def ----- Crit.chn- 5.00% Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Xereldarin the Blastpiercer0.0 T3 lite [Rare] Arcane While equipped: Stats +1 Str +5 Mag dps ---------- Spell.pwr +6 (+6 eff.) Mind.pwr +10 (+5 eff.) Res.pen +10% lightning Apr +1 ----- def ----- Resists +2% physical ---------- misc Equi/ret +0.20 Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Demonsun'1.0 T3 lite [Rare] Master While equipped: dps ---------- Mind.crit +4% Dmg.mod +3% darkness Melee Ret 6 mind On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Resists +6% mind +6% darkness ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 13 out of 25/25. Range 7 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 6 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 131 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Telekinetic Core =5 wil=2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+3 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 12 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 40 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
supercharged steel torque of psionic shield [power 75] (10/21 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
Tidetooth the elm totem of summon tentacle [power 100] (10/17 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Resists +6% darkness Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.08 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 103 Armor: 0 All Resist: 0 Puts all charms on 17 cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Dredur the Sulfurvice [power 155] (10/10 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +20% nature On Hit (Melee): * 20% chance to reduce armor by 15% * 20% chance to reduce all saves and defense by 17 ----- def ----- Resists +3% nature +3% mind Fire a magical bolt dealing 160 fire damage Puts all charms on 10 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of lightning storm 'Amadunanik' [power 170] (10/10 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +1 Dex +1 Con dps ---------- Res.pen +5% physical Acc +20 (+6 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 37 lightning damage and will be dazed for 1 turn (185 total damage) Puts all charms on 10 cooldown 100% to reduce fatigue by 24% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By BIG_PROBLEM the Cornac Rogue level 8
6th Mirth 122nd year of Ascendancy at 00:34 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By BIG_PROBLEM the Cornac Rogue level 10
6th Dusk 122nd year of Ascendancy at 09:39 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By BIG_PROBLEM the Cornac Rogue level 8
3rd Dusk 122nd year of Ascendancy at 14:07 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By BIG_PROBLEM the Cornac Rogue level 11
55th Dusk 122nd year of Ascendancy at 01:13 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By BIG_PROBLEM the Cornac Rogue level 16
79th Dusk 122nd year of Ascendancy at 04:07 see stats
Log
BIG_PROBLEM is no longer evading attacks.
Silylaith the minotaur uses Steamgun Turret.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
BIG_PROBLEM activates her focusing elm totem of healing!
BIG_PROBLEM receives 121 healing.
Medic turret receives 28 healing.
Silylaith the minotaur receives 27 healing from Medic turret.
Medic turret hits BIG_PROBLEM for 7 physical damage.
Steamgun turret receives 28 healing from Medic turret.
Silylaith the minotaur hits BIG_PROBLEM for 21 lightning, 7 fire (28 total damage).
Melee retaliation hits Medic turret for 0 mind, 2 physical (2 total damage).
Melee retaliation hits Silylaith the minotaur for (0 exoskeleton), 0 mind, (1 exoskeleton), 1 physical (1 total damage).
Silylaith the minotaur shoots!
Talent Dual Strike is ready to use.
Talent Dirty Fighting is ready to use.
Talent Track is ready to use.
Silylaith the minotaur's Shoot hits BIG_PROBLEM for 57 physical, 9 lightning, 5 light (70 total damage).
Steamgun turret's Steamgun Turret hits BIG_PROBLEM for 91 physical damage.
BIG_PROBLEM the level 19 cornac rogue was crushed to death by a steamgun turret on level 1 of The Maze.

































































































































