











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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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.
OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 33 / 92% |
| Size | small |
| Lifes / Deaths | Killed by Polelaith the vampire lord at level 33 on the 59th Regrowth 123rd year of Ascendancy at 03:58 / 1 |
Primary Stats
| Strength | 20 (base 13) |
| Dexterity | 72 (base 60) |
| Constitution | 41 (base 18) |
| Magic | 11 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 86 (base 60) |
Resources
| Life | -131/876 |
| Mana | 0/377 |
| Stamina | 132/228 |
| Healing Factor | 1.3781403954778 |
| Regeneration | 15.504079449125 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 16 |
| Infravision | 5 |
| See Stealth | 57.881645909295 |
| See Invisible | 56.881645909295 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 63 |
| Crit Chance | 29% |
| APR | 0 |
| Speed | 0.80 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 63 |
| Crit Chance | 29% |
| APR | 0 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +25% |
| Blight | +12% |
| Arcane | +21% |
| Cold | +20% |
| All | 0% |
| Lightning | +9% |
| Light | +31% |
| Physical | +7% |
| Mind | +5% |
| Darkness | +25% |
| Fire | +5% |
| Nature | +45% |
Offense: Damage Penetration
| Darkness | +25% |
| Light | +25% |
| Fire | +5% |
| Mind | +15% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 21 (38.594633868923%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 31 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 62%( 70%) |
| Blight | + 42%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 70%( 70%) |
| All | + 19%( 70%) |
| Darkness | + 29%( 70%) |
| Physical | + 43%( 70%) |
| Temporal | + 19%( 70%) |
| Lightning | + 34%( 70%) |
| Mind | + 42%( 70%) |
| Fire | + 52%( 70%) |
| Nature | + 61%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Confusion Resistance | 18% |
| Instadeath Resistance | 100% |
| Stun Resistance | 27% |
| Poison Resistance | 76% |
| Blind Resistance | 31% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 109 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 47 up to 6 times. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 483% 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
| Cunning / Stealth | 1.50 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cunning / Poisons | 2.80 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Layerissra the large brown snake. Escort: lost warrior (level 5 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed red crystal shard. * You've found the needed vial of fire wyrm saliva. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed naga tongue. * You've found the needed pouch of bone giant dust. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed vial of elder vampire blood. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | alchemist's lamp 'Strikecutter'1.0 Encumbrance T3 lite [Random Unique] Nature/Master While equipped: Stats +3 Con offense ------ Damage +9% lightning +6% acid When Hit 2 acid 4 lightning defense ------ Resistance +8% blight +9% acid Life +52.00 Life Regen +8.00 Blind Resist +31% Confus Resist +18% other ------- Light +9 See Stealth +11 See Invisibility +7 Track: Puts all charms on 33 turn cooldown Effective talent level: 2.6 Power cost 33 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Urthigosta (2 def, 0 armour)2.0 Encumbrance T3 head armor [Random Unique] Arcane/Nature While equipped: Stats +1 Mag +2 Wil +3 Con offense ------ Spellpower +10 (+5 eff.) Damage +10% acid +12% blight +9% arcane +15% nature Ignore Shields +20% defense ------ Defense +2 (+1 eff.) Resistance +22% nature +15% acid Spell save +9 (+4 eff.) Arcane Eye: (Instant) Puts all charms on 9 turn cooldown Effective talent level: 5.0 Power cost 9 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| On hands | dwarven-steel gauntlets 'Gorejeer' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +6 Con offense ------ On-Hit 8 mind Damage +5% mind +3% nature defense ------ Armor +2 Fatigue +3% Resistance +17% mind other ------- Light +2 Infravision +3 See Invisibility +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. |
| Tool | Adytha the steel torque of psionic shield [power 51] (21 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +15% mind defense ------ Mind save +12 (+4 eff.) other ------- EQ when Hit +0.56 Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 21 turn cooldown 100% to increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Sunspar the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +6% light defense ------ Defense +30 (+8 eff.) Resistance +18% fire Life +60.00 Life Regen +3.00 Disarm Resist +20% Stun Resist +27% Rings make your fingers look great! |
| On fingers | savior's gold ring of warding0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: defense ------ Resistance +17% acid +13% fire +18% lightning +18% cold Physical save +6 (+3 eff.) Spell save +10 (+5 eff.) Mind save +8 (+2 eff.) Rings make your fingers look great! |
| Around neck | Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +15 Fatigue +2% Resistance +20% physical Crit Avoidance 10% other ------- Masteries +0.20 Technique/Battle tactics A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Moon (100% power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. The set is complete. Weapon Damage 100% Range: 1.0x-1.3x Uses 20% Cun, 20% Dex Damage Darkness Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 200% of your Cunning as Darkness damage (172). While equipped: offense ------ Damage +25% darkness Ignore resists +25% darkness other ------- Light +1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
| Around waist | Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Star (100% power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. The set is complete. Weapon Damage 100% Range: 1.0x-1.3x Uses 20% Cun, 20% Dex Damage Light Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 200% of your Dexterity as Light damage (144). While equipped: offense ------ Damage +25% light Ignore resists +25% light other ------- Light +3 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
| Cloak | Serpentine Cloak (20 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+5 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. |
| Main armor | Burnslicer (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Con offense ------ Spellpower/crit +4 Damage +9% acid +7% physical +12% arcane +5% cold +7% nature +5% fire Ignore resists +5% fire defense ------ Resistance +12% acid +10% physical +12% darkness +10% fire +10% cold +11% mind +9% all Physical save +11 (+6 eff.) Spell save +11 (+5 eff.) Mind save +22 (+7 eff.) Poison Resist +26% Disease Resist +28% other ------- Max mana +20.00 Cooldown Refit Golem -2 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
regeneration infusion (heal 130; 15 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 130 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; magical; dur 4; cd 16)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune (damage 146; dur 4; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 146.25 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 105; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 105 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+8 eff.) Spell save +15 (+7 eff.) Mind save -7 (-3 eff.) Life +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. |
Marduhek =mag=0.1 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: Stats +7 Mag offense ------ Spellpower/crit +8 Damage +21% blight Ignore Shields +30% defense ------ Resistance +9% light Spell save +9 (+4 eff.) Amulets make your neck look great! |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 30 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (120). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Tularegondil the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: defense ------ Defense +5 (+2 eff.) Resistance +25% lightning Life +20.00 Stun Resist +25% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
Relgyrath0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +10% acid When Hit 6 acid defense ------ Fatigue -6% Resistance +9% acid +9% temporal other ------- Encumbrance +21 Rings make your fingers look great! |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
The Black Ring0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+3 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Wheel of Fate0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +1 Str +1 Dex +3 Wil +2 Cun +4 Con offense ------ Physical Power +17 (+7 eff.) Spellpower +16 (+8 eff.) Mindpower +17 (+7 eff.) Damage +13% nature +7% all defense ------ Resistance +37% nature +9% blight Poison Resist +23% Disease Resist +22% other ------- See Invisibility +3 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
gladiator's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +5 Con offense ------ Physical Power +5 (+2 eff.) Rings make your fingers look great! |
marksman's steel ring of luminosity =mag=0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Dex +2 Mag offense ------ On-Hit 14 light On-Ranged-Hit 13 light Damage +10% light Accuracy +8 (+2 eff.) Rings make your fingers look great! |
steel ring 'Urthegas' =mag=0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Wil +6 Mag offense ------ Damage +3% acid +3% mind Ignore resists +25% acid defense ------ Resistance +12% acid Spell save +12 (+6 eff.) other ------- Hate-on-crit +3.00 Rings make your fingers look great! |
balanced stralite battleaxe of erosion (158% power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon Reqs Str 35 [Ego] Nature/Master Weapon Damage 158% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +14 nature While equipped: offense ------ Accuracy +13 (+3 eff.) defense ------ Defense +13 (+4 eff.) Disarm Resist +36% Massive two-handed battleaxes. |
Falegosus (132% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Random Unique] Nature/Disrupt/Psionic Weapon Damage 133% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +15 mind +10 nature On Hit: * 20% chance to slow global speed by 50% * 17% chance to reduce all saves and defense by 23 On Critical: * Deals 61 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +5 Cun +4 Wil defense ------ Armor +2 Resistance +3% acid +6% temporal Physical save +3 (+2 eff.) Life Regen +4.00 Sharp, short and deadly. |
Spellblaze Shard (120% power, 10 apr) =mag=1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Spelldrinker (132% power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 132% Range: 1.0x-1.3x Uses 35% Cun, 20% Mag, 55% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Swordbreaker (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 50% Cun Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+4 eff.) Physical save +15 (+8 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
balanced dwarven-steel dagger of crippling (119% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Master Weapon Damage 120% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Accuracy +5 (+1 eff.) defense ------ Defense +10 (+3 eff.) Disarm Resist +22% Sharp, short and deadly. |
dwarven-steel dagger 'Xerin' (115% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Master Weapon Damage 115% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-Hit, radius 1 +16 acid On Hit: * 20% chance to reduce armor by 22% While equipped: offense ------ Mind Crit +4% Mindpower +10 (+5 eff.) Ignore resists +5% blight +20% acid Accuracy +10 (+3 eff.) defense ------ Defense +8 (+2 eff.) Disarm Resist +24% other ------- Max hate +6.00 Max psi +20.00 Sharp, short and deadly. |
steel dagger 'Bethuba' (104% power, 6 apr) =mag=1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Str +5 Dex +6 Mag +4 Wil +5 Cun +5 Con offense ------ Physical Crit +12.0% Spell Crit +4% Physical Power +7 (+3 eff.) defense ------ Spell save +3 (+1 eff.) other ------- Mana/turn +0.12 Sharp, short and deadly. |
Runirach the Darkrain (149% power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Rare] Nature Weapon Damage 149% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +12 nature While equipped: Stats +2 Con offense ------ Damage +12% darkness Ignore resists +15% physical defense ------ Resistance +5% arcane +18% light Massive two-handed mauls. |
caustic dwarven-steel greatmaul of shearing (154% power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Ego++] Nature/Master Weapon Damage 154% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-crit, radius 2 +28 acid +24 nature While equipped: offense ------ Ignore resists +16% acid +19% nature +9% all Accuracy +14 (+4 eff.) Ignore Armor +22 Massive two-handed mauls. |
Greenjeer (142% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 142% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.5% Attack Speed 100% On-hit +16 acid +8 physical On Hit: * 20% chance to reduce armor by 22% While equipped: offense ------ Physical Crit +3.0% Damage +12% nature defense ------ Unlife -60.00 life Sharp, long, and deadly. |
elemental dwarven-steel mace of paradox (135% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Ego+] Arcane Weapon Damage 135% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +8 temporal On Hit: * Create an explosion dealing 29 fire damage (1/turn) While equipped: offense ------ Damage +5% fire Ignore resists +19% fire defense ------ Resistance +8% temporal Blunt and deadly. |
horrifying pulsing mindstar of balance (105% power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature/Psionic Weapon Damage 106% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) On-Hit 7 mind 6 darkness Damage +7% mind +6% darkness defense ------ Physical save +5 (+3 eff.) Spell save +4 (+2 eff.) Mind save +6 (+2 eff.) other ------- EQ when Hit +1.10 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. |
pulsing mindstar of sand (105% power, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Weapon Damage 106% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) On-Hit 8 physical Damage +4% physical Ignore resists +9% physical defense ------ Resistance +12% physical other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Frozenstrike4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Rare] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +16 cold +12 fire On-Hit, radius 1 +16 darkness While equipped: offense ------ Damage +6% lightning +13% fire +9% cold Ignore resists +20% lightning +10% cold When Hit 4 darkness 4 cold Slings are used to hurl stones or metal shots at your foes. |
cruel yew vilestaff of illumination (120% power, 4 apr, blight element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Nature/Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Critical power +12.00% Spellpower +9 (+5 eff.) Damage +20% blight defense ------ Defense +9 (+3 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 5 turn cooldown Effective talent level: 2.0 Power cost 5 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 80.93 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. |
earthen yew starstaff of protection (120% power, 4 apr, light element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+5 eff.) Damage +20% light defense ------ Armor +6 Hardiness +5% Resistance +10% light Physical save +4 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hateful steel waraxe of daylight (105% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane/Psionic Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 darkness +7 light Damage Against +7% Living +8% Undead One-handed war axes. |
voratun waraxe of evisceration (150% power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Weapon Damage 150% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Critical: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +13.0% Physical Power +10 (+5 eff.) One-handed war axes. |
rough leather belt 'Pyretitan' =mag=1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Dex +3 Mag +4 Cun +1 Con offense ------ Damage +3% acid +3% fire defense ------ Life +30.00 A belt that goes around your waist. |
Terach (2 def, 0 armour) =mag=2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +5 Dex +4 Mag +1 Cun offense ------ Mind Crit +2% Mindpower +20 (+8 eff.) defense ------ Defense +2 (+1 eff.) Mind save +9 (+3 eff.) other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative cashmere cloak of protection (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Nature While equipped: defense ------ Defense +2 (+1 eff.) Resistance +12% nature +10% blight Spell save +10 (+5 eff.) Mind save +5 (+1 eff.) Life Regen +2.00 Healmod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yeek-fur Robe (10 def, 5 armour)2.0 Encumbrance T3 cloth armor [Unique] Psionic While equipped: offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +20% mind defense ------ Armor +5 Defense +10 (+3 eff.) Resistance +20% cold +20% mind +11% all Mind save +10 (+3 eff.) Confus Resist +35% other ------- Telepathy Humanoid A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
cashmere robe 'Floeschism' (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: offense ------ Damage +19% acid +6% mind Ignore resists +25% mind When Hit 4 cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 defense ------ Resistance +28% acid +9% darkness +18% nature +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe of alchemy (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +4% Spellpower +5 (+3 eff.) Damage +13% acid +9% physical +17% temporal +12% fire +13% arcane +15% cold defense ------ Resistance +14% acid +12% physical +14% fire +13% cold +13% all other ------- Max mana +10.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Isema (0 def, 7 armour) =mag=3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Cun +4 Mag offense ------ Mind Crit +3% defense ------ Armor +7 Fatigue +2% Resistance +5% lightning +6% temporal +1% physical Disease Resist +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun offense ------ Move Speed +12% defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
pair of dwarven-steel boots of void walking (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: offense ------ Ignore resists +13% darkness +12% temporal defense ------ Armor +4 Fatigue +3% Resistance +18% darkness +15% temporal Out-of-Phase Defense +16 Out-of-Phase Resistance +12% Out-of-Phase Resilience +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Freezeumbra the hardened leather gloves (0 def, 2 armour) =mag=1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +3 Dex +7 Mag +3 Cun offense ------ Damage +11% arcane Ignore resists +25% cold defense ------ Armor +2 Resistance +6% fire Physical save +8 (+4 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Hettirek the drakeskin leather gloves (0 def, 7 armour)1.0 Encumbrance T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: offense ------ Mindpower +8 (+4 eff.) On-Hit 6 cold 17 darkness 24 mind Damage +7% cold Ignore resists +10% acid On-Hit (Melee): * 20% chance to reduce armor by 22% * 18% chance to reduce all saves and defense by 23 defense ------ Armor +7 Resistance +3% blight +8% cold +3% darkness +6% fire Life +72.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ When Hit: * 19 arcane resource burn defense ------ Armor +2 Spell save +13 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Torchkill (0 def, 5 armour) =mag=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Dex +6 Mag offense ------ Damage +9% fire Ignore resists +5% arcane When Hit 2 arcane defense ------ Armor +5 Fatigue +5% other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of sanctity (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: defense ------ Armor +4 Fatigue +4% Resistance +7% blight +5% darkness Spell save +6 (+3 eff.) Mind save +7 (+2 eff.) Circle of Sanctity: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 6 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour 'Rainnail' (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Rare] Master While equipped: Stats +6 Str +2 Dex +7 Con offense ------ Damage +6% lightning Ignore resists +25% cold When Hit 10 cold defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Life +47.00 other ------- See Invisibility +6 A suit of armour made of mail. |
radiant stralite mail armour of delving (4 def, 8 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego++] Nature/Master While equipped: Stats +7 Str +3 Wil defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +14% blight +6% physical +36% darkness other ------- Light +2 Track: Puts all charms on 25 turn cooldown Effective talent level: 2.6 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
stralite mail armour of the deep (4 def, 11 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Nature While equipped: defense ------ Armor +11 Defense +4 (+1 eff.) Fatigue +12% Resistance +10% acid +9% cold other ------- Breathe water A suit of armour made of mail. |
Bogvalor (18 def, 14 armour)9.0 Encumbrance T4 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Cun +7 Dex offense ------ Ignore resists +5% acid When Hit 4 nature On-Hit (Melee): * 10% chance to slow global speed by 50% * 20% chance to reduce armor by 22% defense ------ Armor +14 Defense +18 (+5 eff.) Fatigue +8% Resistance +6% acid +14% light +16% darkness +3% nature +7% mind Mind save +18 (+6 eff.) A suit of armour made of leather. |
Radhotofast the hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Master While equipped: Stats +2 Dex +3 Mag offense ------ Physical Crit +6.0% Accuracy +30 (+8 eff.) defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +15% blight +21% fire A suit of armour made of leather. |
duelist's reinforced leather armour of Toknor (16 def, 12 armour)9.0 Encumbrance T4 light armor [Ego++] Master While equipped: Stats +7 Cun +6 Dex offense ------ Physical Crit +4.0% Critical power +14.00% Physical Power +8 (+4 eff.) defense ------ Armor +12 Defense +16 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
fortifying dwarven-steel plate armour (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego+] Master While equipped: Stats +4 Str +3 Con defense ------ Armor +11 Fatigue +22% Life +45.00 A suit of armour made of metal plates. |
ancient mummy wrappings (5 def, 2 armour) =mag=6.0 Encumbrance T4 mummy armor [Ego+] Arcane While equipped: Stats +10 Mag offense ------ Spellpower +8 (+4 eff.) Damage +25% physical +15% darkness +15% cold +15% arcane +15% temporal Ignore resists +13% temporal +12% physical defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Anomaly Control +12 Decaying mummy wrappings. |
7 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
663 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
8 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 21 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 63.08 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 63.08 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+5 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+3 eff.) other ------- Light +5 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 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 150.00 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. |
ethereal alchemist's lamp of corpselight =mag=0.0 Encumbrance T3 lite [Ego++] Arcane While equipped: Stats +3 Mag offense ------ Spell Crit +5% Spellpower +10 (+5 eff.) defense ------ Resistance +9% blight +11% darkness other ------- Light +6 Infravision +4 See Invisibility +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 24 blight damage or heals 32 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 8 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 86.97 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
7 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 Encumbrance 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. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Dagetondil the Sunbreeze [power 3] (21 cooldown)2.0 Encumbrance T4 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +9% lightning +6% fire Ignore resists +5% fire defense ------ Resistance +15% lightning +6% fire Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quick yew totem of healing [power 218] (10 cooldown)2.0 Encumbrance T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 218 Puts all charms on 10 turn cooldown Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Taintmire [power 176] (17 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +3 Str offense ------ Ignore resists +10% physical defense ------ Armor +8 Resistance +12% nature Unlife -40.00 life Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to heal for 50. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive yew wand of conjuration [power 230] (13 cooldown)2.0 Encumbrance T3 wand charm [Ego+] Arcane Fire a magical bolt dealing 242 fire damage Puts all charms on 13 turn cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Lana the Halfling Rogue level 33
30th Regrowth 123rd year of Ascendancy at 01:05 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Lana the Halfling Rogue level 33
26th Regrowth 123rd year of Ascendancy at 20:24 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Lana the Halfling Rogue level 10
34th Dusk 122nd year of Ascendancy at 06:01 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Lana the Halfling Rogue level 32
25th Regrowth 123rd year of Ascendancy at 13:12 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Lana the Halfling Rogue level 23
67th Haze 122nd year of Ascendancy at 07:19 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Lana the Halfling Rogue level 25
4th Decay 122nd year of Ascendancy at 23:27 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Lana the Halfling Rogue level 10
34th Dusk 122nd year of Ascendancy at 05:59 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Lana the Halfling Rogue level 20
18th Haze 122nd year of Ascendancy at 02:30 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Lana the Halfling Rogue level 30
20th Regrowth 123rd year of Ascendancy at 05:18 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Lana the Halfling Rogue level 30
22nd Regrowth 123rd year of Ascendancy at 20:20 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Lana the Halfling Rogue level 7
78th Pyre 122nd year of Ascendancy at 03:03 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Lana the Halfling Rogue level 16
63rd Dusk 122nd year of Ascendancy at 09:21 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Lana the Halfling Rogue level 21
65th Haze 122nd year of Ascendancy at 09:31 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Lana the Halfling Rogue level 15
60th Dusk 122nd year of Ascendancy at 09:26 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Lana the Halfling Rogue level 32
25th Regrowth 123rd year of Ascendancy at 15:00 see stats
Log
Lana is recovering from the damage!
Lana tries to evade attacks.
Polelaith the vampire lord casts a protective shield just in time!
Polelaith the vampire lord is magically poisoned!
Polelaith the vampire lord is poisoned!
Polelaith the vampire lord's Temporal Shield is disrupted by his wounds!
Lana's Fan of Knives performs a melee critical strike against Polelaith the vampire lord!
Lana's Fan of Knives hits Polelaith the vampire lord for (29 absorbed), 15 physical, (2 absorbed), 1 mind (16 total damage).
Lana's Fan of Knives hits Polelaith the vampire lord for (35 absorbed), (18 ignored), 0 physical, (3 absorbed), 2 mind (2 total damage).
Lana's Fan of Knives hits Polelaith the vampire lord for (40 absorbed), 20 physical, (4 absorbed), 2 mind (22 total damage).
Lana's Fan of Knives hits Polelaith the vampire lord for (59 absorbed), 30 physical, (4 absorbed), 2 mind (32 total damage).
Lana's Fan of Knives hits Polelaith the vampire lord for (39 absorbed), 20 physical, (2 absorbed), 1 mind (21 total damage).
Phantasmal Shield hits Lana for 373 light damage.
Polelaith the vampire lord's Hiemal Shield hits Lana for 21 cold damage.
Talent Stealth is ready to use.
Impending Doom from Polelaith the vampire lord hits Lana for 16 cold, 43 darkness (59 total damage).
Bleeding from Polelaith the vampire lord hits Lana for 53 physical damage.
Polelaith the vampire lord casts Rune: Shatter Afflictions.
Polelaith the vampire lord is no longer poisoned.
Polelaith the vampire lord is no longer magically poisoned.
A shield forms around Polelaith the vampire lord.
Lana is affected by the glimmerstone!
Lana receives 4 healing from Deadly Poison from Lana.
Deadly Poison from Lana hits Polelaith the vampire lord for (27 absorbed), 13 nature (13 total damage).
Lana receives 10 healing from Deadly Poison from Lana.
Vulnerability Poison from Lana hits Polelaith the vampire lord for (14 absorbed), (7 ignored), 0 arcane (0 total damage).
Polelaith the vampire lord casts Manathrust.
Lana reacts to damage from Polelaith the vampire lord, mitigating the blow!.
Polelaith the vampire lord hits Lana for (93 reacted , -5 stam), 151 arcane (151 total damage).
Lana the level 33 halfling rogue was dweomered to death by Polelaith the vampire lord on level 1 of Lost Dwarven Kingdom of Reknor.




















































































































































