











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Marauder |
| Level / Exp | 19 / 76% |
| Size | medium |
| Lifes / Deaths | Killed by Emeliyanor the gigantic corrosive tunneler at level 19 on the 25th Regrowth 123rd year of Ascendancy at 02:40 / 1 |
Primary Stats
| Strength | 40 (base 35) |
| Dexterity | 48 (base 45) |
| Constitution | 19 (base 10) |
| Magic | 22 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 16 (base 16) |
Resources
| Life | -140/478 |
| Stamina | 124/174 |
| Healing Factor | 1.3991723257556 |
| Regeneration | 15.880605897326 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 7 |
| See Stealth | 28.855343200023 |
| See Invisible | 27.855343200023 |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 46 |
| Crit Chance | 26% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 50 |
| Accuracy | 46 |
| Crit Chance | 14% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +6% |
| Cold | +6% |
| Light | +21% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
Defense: Base
| Armour (hardiness) | 24 (49.007671158813%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 14 |
| Mental Save | 11 |
Defense: Resistances
| Cold | + 24%( 70%) |
| Nature | + 10%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 13%( 70%) |
| Blight | + 22%( 70%) |
| Physical | + 10%( 70%) |
| Fire | + 35%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Silence Resistance | 22% |
| Disarm Resistance | 24% |
| Knockback Resistance | 68% |
| Confusion Resistance | 42% |
| Stun Resistance | 44% |
| Pinning Resistance | 26% |
| Instadeath Resistance | 100% |
| Blind Resistance | 28% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 555 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 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 171 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 662% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Bloodthirst | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+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 |
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. | 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 vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 sandworm tooth. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * '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.' | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Phoenixsteel (0 def, 5 armour) =conf;stnfrz;hp;reg;arm=3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: ----- def ----- Armour +5 Fatigue +2% Resists +3% fire Phys.save +6 (+3 eff.) Die.at -80.00 life HP.reg +4.00 Silence- +22% Confus- +22% Stun/Frz- +24% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(66 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Eilinulaith the iron helm (0 def, 3 armour) =proc;dex+2=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +6% temporal Res.pen +5% blight Melee Ret 2 arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Armour +3 Fatigue +5% Resists +3% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | polar dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 5 cold Dmg.mod +6% cold ----- def ----- Armour +2 Fatigue +3% Resists +6% cold 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. |
| Tool | supercharged ash wand of lightning storm [power 230] (16 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 46 lightning damage and will be dazed for 1 turn (230 total damage) Puts all charms on 16 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Rootreeve the steel ring =blind;disrm;h.mod;mag+5=0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Resists +6% blight +3% temporal +3% nature Max.HP +21.00 Heal.mod +5% Blind- +28% Disarm- +24% Pinning- +26% Knockbk- +28% ---------- misc Infravis +3 See.Stealth +7 See.Invis +6 Rings make your fingers look great! |
| On fingers | copper citrine ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 11 light Ranged+ 11 light Dmg.mod +11% light ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
| Around neck | Isliwe the copper amulet =con+4;stam+1=0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +2 Wil +4 Con ----- def ----- Resists +3% physical Phys.save +9 (+5 eff.) ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
| In main hand | Spellblaze Shard (20-26 power, 10 apr) =mag+5=1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
| Around waist | Mighty Girdle =arm;hp;encmb=1.0 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% Str, 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 | Floebreak the linen cloak (1 def, 2 armour) =con+5;hp+20;arm;c.mult+5%=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Wil +5 Con dps ---------- Crit.mult +5.00% ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +12% cold Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide drakeskin leather armour of fire resistance (20 def, 8 armour) =arm;def;hp;reg;h.mod=9.0 T5 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Resists +17% fire Max.HP +36.00 HP.reg +4.10 Heal.mod +17% A suit of armour made of leather. |
Inventory
healing infusion of the duelist (heal 137; 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 137 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 615%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 615% 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. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 523%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 523% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 318; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 318 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 224; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 224 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the duelist (res 26%; mental; dur 2; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +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... |
cleansing copper amulet of dexterity (+3) =poisdis=0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Dex ----- def ----- Resists +11% nature +10% blight Poison- +24% Disease- +22% Amulets make your neck look great! |
conjurer's copper ring of tenacity =disrm;hp;mag+5=0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +6 (+3 eff.) ----- def ----- Max.HP +22.00 Disarm- +21% Pinning- +23% Knockbk- +23% Rings make your fingers look great! |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +23% ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
copper topaz ring0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +12 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's copper ring of clarity =confus;con+3=0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Confus- +20% Rings make your fingers look great! |
wizard's copper ring of sensing =mag+2=0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+4 eff.) Blind- +23% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
gold ring 'Splendourrage'0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +6% light Res.pen +25% light +10% nature On Hit (Melee): * 20% chance to slow global speed by 38% ----- def ----- Resists +3% darkness ---------- misc Light +2 Rings make your fingers look great! |
solipsist's gold ring of light (+22%)0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Mind.pwr +7 (+4 eff.) Dmg.mod +11% light ----- def ----- Resists +22% light Rings make your fingers look great! |
ash starstaff of the prodigy (15-18 power, 3 apr, darkness element) =mag+8=5.0 T2 staff 2H weapon [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: Stats +8 Mag +6 Wil +7 Cun dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) S.pwr/crit +6 Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
flaming steel battleaxe of paradox (24-36 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 24.0 - 36.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +14 temporal On Hit.r1 +13 fire While equipped: ----- def ----- Resists +10% temporal Massive two-handed battleaxes. |
Splendouroath the dwarven-steel greatsword (36-57 power, 2 apr) =spellhunt=3.0 T3 greatsword 2H weapon [Random Unique] Arcane Power 35.5 - 56.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 blight On Hit.r1 +26 fire On Hit: * 16% chance to reduce strength, dexterity, and constitution by 14 While equipped: dps ---------- Res.pen +5% light ----- def ----- Resists +9% fire ---------- misc Light +3 Massive two-handed swords. |
Boltfurnace (12-18 power, 3 apr) =con+7=3.0 T2 longsword 1H weapon [Random Unique] Nature/Psionic Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 mind On Crit.r2 +18 acid +14 nature On Hit: * 16% chance to reduce all saves and defense by 13 While equipped: Stats +8 Wil +2 Cun +7 Con dps ---------- Res.pen +7% acid +10% temporal +10% nature Apr +7 ----- def ----- Resists +15% lightning Max.HP +32.00 Sharp, long, and deadly. |
dwarven-steel mace of vileness (28-40 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 28.5 - 39.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +7 blight On Hit: * 16% chance to reduce strength, dexterity, and constitution by 14 Blunt and deadly. |
Xerydath the steel waraxe (14-20 power, 3 apr) =spellhunt=3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Phasing +30% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 60 damage over 5 turns and reducing armor and accuracy by 8 While equipped: Stats +1 Mag dps ---------- Phys.crit +7.0% Dmg.mod +6% blight Res.pen +6% physical Acc +7 (+2 eff.) Apr +8 ----- def ----- Spell.save +3 (+3 eff.) ---------- misc Max.psi +20.00 One-handed war axes. |
Vilebone (10-13 power, 5 apr) =mag+3=1.0 T1 dagger 1H weapon [Rare] Disrupt Power 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit.r2 +4 nature On Hit: * 6% chance to slow global speed by 38% While equipped: Stats +6 Cun +3 Mag dps ---------- Dmg.mod +6% cold Sharp, short and deadly. |
flaming steel dagger of massacre (18-24 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +5 fire Sharp, short and deadly. |
manaburning steel dagger (12-16 power, 6 apr) =banamurn=1.0 T2 dagger 1H weapon [Ego] Disrupt Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 13 arcane resource burn Sharp, short and deadly. |
yew longbow4.0 T3 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Longbows are used to shoot arrows at your foes. |
focusing woollen robe of lightning (+15%) (0 def, 0 armour) =mag+5=2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +15% lightning +9% all ---------- misc Mana/turn +0.10 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour 'Salerin' (3 def, 2 armour) =con+5=9.0 T1 light armor [Rare] Nature While equipped: Stats +4 Dex +2 Wil +5 Con dps ---------- Res.pen +5% arcane ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +23.00 ---------- misc See.Invis +6 A suit of armour made of leather. |
Rainshine (2 def, 4 armour) =banamurn=14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 2 nature On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +16% acid +5% arcane +6% nature Spell.save +9 (+7 eff.) A suit of armour made of mail. |
Ragokor the rough leather belt =hp+92=1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +10 (+4 eff.) Dmg.mod +3% physical Melee Ret 4 mind ----- def ----- Die.at -60.00 life Max.HP +32.00 A belt that goes around your waist. |
Silodhenne =mag+4=1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +4% Crit.mult +5.00% Spell.pwr +5 (+3 eff.) Dmg.mod +12% blight Phasing +30% On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
Squaloridol the rough leather belt =con+1;proc=1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +3% mind +3% cold Res.pen +15% nature +10% cold On Hit (Melee): * 20% chance to slow global speed by 38% ----- def ----- Mind.save +5 (+5 eff.) A belt that goes around your waist. |
rough leather belt 'Brenachak' =banamurn;h.mod=1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +9% blight HP.reg +0.80 Heal.mod +12% ---------- misc Equi/ret +0.16 See.Invis +3 A belt that goes around your waist. |
Zuboretha the Furnacegrinder1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Str +2 Mag +4 Cun dps ---------- Phys.crit +5.0% Crit.mult +7.00% Phys.pwr +4 (+2 eff.) Dmg.mod +12% mind Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 13 ----- def ----- Resists +12% fire A belt that goes around your waist. |
hardened leather belt 'Chalifang'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Resists +9% light +6% temporal Spell.save +8 (+7 eff.) Max.HP +60.00 HP.reg +2.00 Poison- +10% Knockbk- +20% ---------- misc Size +1 A belt that goes around your waist. |
Lustrestun1.0 T5 belt armor [Random Unique] Nature/Disrupt While equipped: Stats +6 Str +4 Dex +6 Wil +3 Cun ----- def ----- Resists +11% lightning +13% temporal +7% blight +8% acid Phys.save +18 (+9 eff.) Spell.save +16 (+11 eff.) Mind.save +14 (+11 eff.) ---------- misc Light +3 Infravis +2 See.Invis +9 A belt that goes around your waist. |
Icehunter (1 def, 0 armour) =proc;dex+2;cun+2=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +3% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 13 ----- def ----- Defense +1 (+0 eff.) ---------- misc See.Invis +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of the Shaloren (6 def, 0 armour) =mag+2=2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +6 (+2 eff.) Phys.save +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chillnight (2 def, 2 armour) =mag+4=2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Mag +2 Cun +2 Con dps ---------- Res.pen +10% cold ----- def ----- Armour +2 Defense +2 (+0 eff.) Resists +15% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ereludin the Blazebearer (2 def, 6 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Res.pen +10% lightning ----- def ----- Armour +6 Defense +2 (+0 eff.) HP.reg +4.00 Silence- +20% Disarm- +20% Pinning- +10% Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Tempesthue' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +12% lightning +18% acid Res.pen +10% lightning +20% cold Melee Ret 4 cold ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the Shaloren (2 def, 7 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +1 Wil ----- def ----- Armour +7 Defense +2 (+0 eff.) Resists +17% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blazewoe (0 def, 1 armour) =proc:a.red=2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light On Hit (Melee): * 20% chance to reduce armor by 23% ----- def ----- Armour +1 Fatigue -5% Resists +6% acid +9% fire Phys.save +5 (+3 eff.) ---------- misc Max.enc +23 Light +1 A pair of boots made of leather. |
Pitchrace (0 def, 1 armour) =mag+3=2.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Dmg.mod +21% arcane On Hit (Melee): * 10% chance to reduce damage dealt by 11% ----- def ----- Armour +1 Resists +9% mind Blink to a nearby random location (rad 7) Puts all charms on 21 cooldown A pair of boots made of leather. |
pair of rough leather boots 'Blindspire' (0 def, 1 armour) =con+8=2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +3 Cun +8 Con ----- def ----- Armour +1 Fatigue -6% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 Light +2 A pair of boots made of leather. |
Cuthokor (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 23% ----- def ----- Armour +3 Resists +7% cold +8% fire +12% temporal Teleport- +20% A pair of boots made of leather. |
Ebonybraze (0 def, 3 armour) =proc;stam+1.3=2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 11% ----- def ----- Armour +3 Resists +6% darkness ---------- misc Stam/turn +1.30 Max.stam +10.00 Infravis +3 See.Invis +9 A pair of boots made of leather. |
restorative pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +3 HP.reg +3.00 Heal.mod +12% ---------- misc Stam/turn +0.60 Max.stam +16.00 A pair of boots made of leather. |
Elussra the pair of dwarven-steel boots (25 def, 13 armour) =arm+13;def;ltngres=3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +13 Defense +25 (+8 eff.) Fatigue +3% Resists +7% acid +7% fire +15% lightning +8% cold Phys.save +12 (+6 eff.) Silence- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sparkgrind the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +15% lightning +5% fire ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning +7% fire +9% mind +3% acid 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. |
psychic's dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) =mag+3=1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Melee+ 6 mind Dmg.mod +6% arcane +4% mind ----- def ----- Armour +2 Fatigue +3% Resists +6% mind 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. |
sand dwarven-steel gauntlets of dexterity (+2) (0 def, 9 armour) =arm+9;acc=1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 physical Dmg.mod +3% physical Acc +10 (+3 eff.) ----- def ----- Armour +9 Fatigue +3% 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. |
Xerilrada the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Con +3 Mag dps ---------- Crit.mult +20.00% Dmg.mod +14% lightning ----- def ----- Defense +2 (+0 eff.) Resists +21% lightning ---------- misc Light +3 A pointy cloth hat, very wizardly... |
Zubedhewyn the cashmere wizard hat (2 def, 0 armour) =ltng.res=2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +3 Con dps ---------- Phys.crit +3.0% Dmg.mod +12% lightning ----- def ----- Defense +2 (+0 eff.) Resists +18% lightning +1% physical Die.at -40.00 life A pointy cloth hat, very wizardly... |
Nimbusslice the rough leather cap (0 def, 9 armour) =arm;hp;str+3=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +3% lightning ----- def ----- Armour +9 Fatigue +1% Resists +3% light Die.at -20.00 life ---------- misc Max.psi +10.00 A cap made of leather. |
Polima (0 def, 1 armour) =con+9=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Wil +9 Con dps ---------- Dmg.mod +9% arcane ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather cap 'Bethildaba' (5 def, 1 armour) =WATER=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% mind Acc +5 (+1 eff.) Apr +2 Melee Ret 2 physical ----- def ----- Armour +1 Defense +5 (+1 eff.) Fatigue +1% Resists +7% cold ---------- misc Hate/m.crit +3.00 Breathe water A cap made of leather. |
Ariranor (32 def, 0 armour) =def+32;conf-20%;hp+80=2.0 T3 head armor [Rare] Disrupt While equipped: ----- def ----- Defense +32 (+10 eff.) Resists +10% blight +8% nature +5% arcane Max.HP +80.00 Confus- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
Mayeth (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +2.0% Mind.crit +3% ----- def ----- Armour +3 Fatigue +3% Crit.chn- 15.00% Mind.save +15 (+12 eff.) ---------- misc Light +3 A cap made of leather. |
Boltpain the iron helm (0 def, 5 armour) =arm;m.ret;stats=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +9% physical Acc +5 (+1 eff.) Melee Ret 6 lightning ----- def ----- Armour +5 Fatigue +5% Resists +1% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Loamminister (0 def, 3 armour) =ltngres;proc=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 13 ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal Phys.save +3 (+2 eff.) Silence- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shinewire (0 def, 3 armour) =str+3;lite+3=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% light Res.pen +20% cold ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +3 Skullcr.mult +2 Skullcracker: Puts all charms on 17 cooldown Level 3.9 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 94.2 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Bethuwyn the dwarven-steel helm (20 def, 4 armour) =lite+3;arm;def;str+7=3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +7 Str dps ---------- Res.pen +10% mind ----- def ----- Armour +4 Defense +20 (+6 eff.) Fatigue +4% Resists +8% lightning +8% temporal ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Elenifang the Dourviper (0 def, 4 armour) =mag+4=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con +4 Mag dps ---------- Dmg.mod +6% lightning Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 11% ----- def ----- Armour +4 Fatigue +4% Resists +7% fire +9% cold ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
3 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. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
68 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. |
Xerimina the Pitchvortex =proc;h.mod;str+4=2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str +1 Wil dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 11% ----- def ----- Phys.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Heal.mod +12% ---------- misc Light +3 See.Invis +12 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. |
Umbraphage =affin;lite+10=0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+9 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 191). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 119.00 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
alchemist's lamp 'Shiverqueen' =ltng.res=1.0 T3 lite [Rare] Master While equipped: ----- def ----- Resists +12% lightning +2% physical +18% cold Disease- +20% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Elenedin (dig speed 31 turns) =hp+60=3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +5 (+1 eff.) Melee Ret 2 mind ----- def ----- Resists +12% acid +1% physical Mind.save +6 (+6 eff.) Max.HP +60.00 Knockbk- +10% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) =dig+12;apr;drain=3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Frigidrebel' (dig speed 29 turns) =con+5=3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Wil +1 Cun +5 Con dps ---------- Dmg.mod +3% cold +3% fire Res.pen +5% cold ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
overpowered steel torque of mindblast [power 245] (17 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 245 mind damage and silencing them for 4 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield [power 49] (21 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
Lightningobsidian [power 116] (13 cooldown) =proc=2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +9% mind Res.pen +10% lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 13 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing ash totem of healing [power 206] (13 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 13 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Pochero the Cornac Marauder level 8
8th Mirth 122nd year of Ascendancy at 19:37 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Pochero the Cornac Marauder level 10
19th Dusk 122nd year of Ascendancy at 18:13 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Pochero the Cornac Marauder level 7
1st Mirth 122nd year of Ascendancy at 00:06 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Pochero the Cornac Marauder level 14
54th Haze 122nd year of Ascendancy at 19:53 see stats
Log
Pochero no longer revels in blood quite so much.
Resting starts...
Talent Flurry is ready to use.
Talent Track is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).
An object rolls from the chest!
But the chest was guarded!
Pochero is poisoned!
Something performs a melee critical strike against Pochero!
Pochero is cut deeply.
Something hits Pochero for 76 physical, 136 physical (212 total damage).
Pochero is recovering from the damage!
Deadly Poison from Emeliyanor the gigantic corrosive tunneler hits Pochero for 53 nature damage.
Deep Wound from Emeliyanor the gigantic corrosive tunneler hits Pochero for 57 physical damage.
Emeliyanor the gigantic corrosive tunneler's morale has been lowered.
Emeliyanor the gigantic corrosive tunneler is afflicted by a weakness disease!
Pochero is covered in acid!
Emeliyanor the gigantic corrosive tunneler uses Flurry.
Emeliyanor the gigantic corrosive tunneler performs a melee critical strike against Pochero!
Emeliyanor the gigantic corrosive tunneler performs a melee critical strike against Pochero!
Poison bursts out of Pochero's corpse!
Emeliyanor the gigantic corrosive tunneler misses Pochero.
Pochero steals life from Emeliyanor the gigantic corrosive tunneler!
Emeliyanor the gigantic corrosive tunneler hits Pochero for 52 physical, 41 physical, 58 physical, 76 physical, 83 physical (311 total damage).
Melee retaliation hits Emeliyanor the gigantic corrosive tunneler for 1 arcane, 1 arcane, 1 arcane, 1 arcane, 1 arcane (7 total damage).
Pochero hits Emeliyanor the gigantic corrosive tunneler for (21 parried), 30 physical, 12 blight, 10 fire, 13 light, 5 cold, 10 light, (21 parried), 31 physical, 13 light, 5 cold, 10 light (138 total damage).
Pochero the level 19 cornac marauder was minced to death by Emeliyanor the gigantic corrosive tunneler on level 3 of Sandworm lair.















































































































