












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Sun Paladin |
| Level / Exp | 30 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 30 on the 28th Profit 123rd year of Ascendancy at 09:16 / 1 |
Primary Stats
| Strength | 85 (base 57) |
| Dexterity | 19 (base 10) |
| Constitution | 44 (base 21) |
| Magic | 67 (base 54) |
| Willpower | 18 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -134/958 |
| Positive | 6/137 |
| Stamina | 207/207 |
| Healing Factor | 1.5955007465518 |
| Regeneration | 17.151633025432 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +35% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 1 |
| See Invisible | 18 |
Offense: Mainhand
| Damage | 125 |
| Accuracy | 40 |
| Crit Chance | 17% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +26% |
| Fire | +6% |
| Physical | +17% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Mind | +50% |
| Nature | +40% |
| Blight | +45% |
| Physical | +44% |
| Cold | +50% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 43 (35.65183292883%) |
| Defense | 69 |
| Ranged Defense | 69 |
| Fatigue | 0 |
| Physical Save | 58 |
| Spell Save | 52 |
| Mental Save | 42 |
Defense: Resistances
| Nature | + 44%( 70%) |
| Lightning | + 34%( 70%) |
| Light | + 22%( 70%) |
| Darkness | + 16%( 70%) |
| Blight | + 22%( 70%) |
| Acid | + 16%( 70%) |
| Cold | + 35%( 70%) |
| All | + 8%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 23% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 416 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 210 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 435 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 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 ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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! | 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Cuthigarek the pair of hardened leather boots (15 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Apr +3 ----- def ----- Armour +3 Defense +15 (+4 eff.) Phys.save +9 (+2 eff.) HP.reg +3.00 Heal.mod +14% ---------- misc Stam/turn +2.00 A pair of boots made of leather. |
| Light source | Daimildil the Corruptiondeath1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% light Melee Ret 10 nature On Hit (Melee): * 20% chance to slow global speed by 37% ----- def ----- Resists +6% light +3% nature ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Plaguetide' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +7 Str +4 Dex +1 Mag +1 Wil +2 Cun +5 Con dps ---------- Res.pen +10% nature ----- def ----- Armour +3 Fatigue +3% Resists +12% nature ---------- misc Light +2 Infravis +1 See.Invis +6 A cap made of leather. |
| On hands | Aereharazor the hardened leather gloves (0 def, 9 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Melee+ 8 physical Dmg.mod +5% physical Res.pen +15% mind ----- def ----- Armour +9 Resists +9% light +6% darkness Spell.save +6 (+2 eff.) ---------- misc Stam/turn +1.00 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. |
| Tool | elm totem of summon tentacle 'Brightumbra' [power 105] (22/25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Melee Ret 2 fire ----- def ----- Defense +15 (+4 eff.) Resists +6% acid Max.HP +20.00 Heal.mod +5% Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 225 Base Damage: 105 Armor: 3 All Resist: 3 Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Hellspower the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +6% fire ----- def ----- Defense +15 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +6 (+2 eff.) Confus- +23% Stun/Frz- +10% ---------- misc See.Invis +12 Rings make your fingers look great! |
| On fingers | conjurer's stralite ring of luminosity0.1 T4 ring jewelry [Ego++] Arcane While equipped: Stats +9 Mag +4 Wil dps ---------- Spell.pwr +9 (+3 eff.) Melee+ 23 light Ranged+ 19 light Dmg.mod +14% light Rings make your fingers look great! |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | voratun mace 'Tutir' (44-61 power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Arcane/Master Power 43.5 - 60.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 78 damage On Crit: * Splash the target with acid dealing 130 damage over 5 turns and reducing armor and accuracy by 17 While equipped: Stats +5 Con dps ---------- Phys.pwr +6 (+1 eff.) S.pwr/crit +4 Res.pen +20% blight +5% physical ----- def ----- Disarm- +10% ---------- misc Mana/turn +0.08 Blunt and deadly. |
| Around waist | hardened leather belt 'Glacierimmortal'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind +12% physical Res.pen +14% physical +10% mind +25% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 12 ----- def ----- Resists +6% lightning +18% cold A belt that goes around your waist. |
| In off hand | flaming voratun shield of purity (0 def, 10 armour, 66-79 power, 185.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 65.5 - 78.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +186 On Hit.r1 +10 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 18 fire ----- def ----- Armour +10 Fatigue +8% Resists +12% nature +15% blight ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | thick linen cloak of Iron Throne (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Breezeedge (26 def, 8 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +8 Str +7 Dex dps ---------- Res.pen +5% nature On Hit (Melee): * 10% chance to slow global speed by 37% ----- def ----- Armour +8 Defense +26 (+6 eff.) Fatigue +8% Resists +22% lightning +3% acid +12% nature +3% darkness Phys.save +10 (+3 eff.) Max.HP +46.00 HP.reg +7.50 Heal.mod +16% A suit of armour made of leather. |
Inventory
Prismatic Rune (6 turns; acid, physical, light, darkness, nature, lightning)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 3 light, 4 darkness, 3 nature, 5 lightning Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (222.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 222.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 312; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 312 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (145). 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. |
gold amulet 'Bleakonslaught'0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% darkness On Hit (Melee): * 20 arcane resource burn * 10% chance to reduce damage dealt by 10% ----- def ----- Resists +17% darkness +9% fire +18% nature +20% light Blind- +27% Amulets make your neck look great! |
grounding copper amulet of mastery (0.11 Celestial / Chants)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +22% ---------- misc Masteries +0.11 Celestial/Chants Amulets make your neck look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 60.38 You won the Ring of Blood trial, and this is your reward. |
Cuthyyastir the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Res.pen +15% mind Melee Ret 6 mind ----- def ----- Mind.save +6 (+2 eff.) Die.at -20.00 life Max.HP +20.00 Rings make your fingers look great! |
gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Rings make your fingers look great! |
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
savior's steel ring of darkness (+28%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +14% darkness ----- def ----- Resists +28% darkness Phys.save +6 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +8 (+2 eff.) Rings make your fingers look great! |
titan's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Phys.save +4 (+1 eff.) Rings make your fingers look great! |
titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
titan's steel ring of clarity0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Mind.save +5 (+1 eff.) Confus- +21% Rings make your fingers look great! |
treant's steel ring of clarity0.1 T2 ring jewelry [Ego+] Nature/Psionic While equipped: ----- def ----- Resists +5% nature +7% blight Mind.save +5 (+1 eff.) Poison- +14% Disease- +11% Confus- +25% Rings make your fingers look great! |
warrior's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str ----- def ----- Armour +4 Mind.save +5 (+1 eff.) Confus- +24% Rings make your fingers look great! |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex 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. |
blazebringer's iron dagger of crippling (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego++] Nature/Master Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit.r2 +12 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% All.spd +2% Res.pen +7% fire Sharp, short and deadly. |
flaming dwarven-steel dagger of phasing (16-20 power, 12 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 15.5 - 20.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +6.0% Atk.spd 100% Phasing +10% On Hit.r1 +5 fire Sharp, short and deadly. |
stralite dagger of enduring (25-32 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature Power 25.0 - 32.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +7 Con +8 Wil ----- def ----- Max.HP +10.00 Sharp, short and deadly. |
stralite dagger of massacre (32-41 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Master Power 31.5 - 41.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Sharp, short and deadly. |
chilling steel greatsword of massacre (34-54 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 34.0 - 54.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 cold Massive two-handed swords. |
elven-wood longbow of piercing4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: dps ---------- Res.pen +14% all Acc +14 (+5 eff.) Apr +12 Longbows are used to shoot arrows at your foes. |
mighty yew longbow of cold4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +12 cold While equipped: Stats +2 Str dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +15% cold Longbows are used to shoot arrows at your foes. |
Punae's Blade (46-64 power, 4 apr)3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+10 eff.) Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
ash starstaff of might (15-18 power, 3 apr, darkness element)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: dps ---------- Spell.crit +9% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron steamgun of piercing4.0 T1 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +5% all Acc +6 (+2 eff.) Apr +6 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stormbringer's dwarven-steel steamgun of tinkering (+5)4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Crit.r2 +10 lightning +5 cold Uses 2.0 Steam While equipped: Stats +5 Cun dps ---------- Steampwr +7 (+7 eff.) Mov.spd +28% Res.pen +11% lightning +13% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
blurring rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Defense +9 (+2 eff.) Spell.save +5 (+2 eff.) Stealth +6 ---------- misc Size +1 A belt that goes around your waist. |
noble's hardened leather belt1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +26% Summoned ----- def ----- D.Red.from +22% Summoned A belt that goes around your waist. |
noble's hardened leather belt of the vagrant1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Wil +4 Cun +2 Con dps ---------- Mind.pwr +5 (+4 eff.) Against +21% Summoned ----- def ----- D.Red.from +22% Summoned Mind.save +7 (+2 eff.) A belt that goes around your waist. |
reinforced hardened leather belt of the mystic1.0 T3 belt armor [Ego+] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +7 Defense +5 (+1 eff.) Phys.save +12 (+3 eff.) Mind.save +10 (+3 eff.) A belt that goes around your waist. |
rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.70 Heal.mod +10% A belt that goes around your waist. |
linen cloak of implacability (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Phys.save +5 (+1 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +2 (+0 eff.) Mind.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+4 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+6 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +5% all ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc 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. |
pair of hardened leather boots 'Glowweeper' (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% Dmg.mod +21% arcane +3% blight Res.pen +5% blight +10% arcane +20% light Melee Ret 2 arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Armour +3 Fatigue -6% Max.HP +41.00 ---------- misc Stam/turn +0.50 A pair of boots made of leather. |
pair of iron boots 'Chamanaridin' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Cun +3 Wil dps ---------- Mind.crit +2% ----- def ----- Armour +3 Fatigue +2% Resists +3% blight +3% fire +3% temporal Phys.save +6 (+2 eff.) Spell.save +15 (+5 eff.) Mind.save +5 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+2 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
Ce'Nywen the hardened leather gloves (20 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +2 Defense +20 (+5 eff.) Resists +6% darkness Phys.save +6 (+2 eff.) Die.at -40.00 life HP.reg +4.00 Silence- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Grinyduldir the Icesage (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +1 Dex +2 Mag dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning Melee Ret 2 cold ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +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. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+2 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Cobramonster (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +6% darkness Res.pen +5% nature Melee Ret 2 light ----- def ----- Armour +4 Fatigue +4% Resists +7% lightning +6% temporal +9% darkness +9% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scorpionterror (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +7 Dex +5 Wil +5 Cun dps ---------- Crit.mult +10.00% Mind.pwr +10 (+6 eff.) Dmg.mod +3% mind Apr +11 On Hit (Melee): * 20% chance to slow global speed by 37% ----- def ----- Armour +4 Fatigue +4% Resists +7% blight Mind.save +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sparkbreaker the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +12% darkness +9% acid Melee Ret 6 acid ----- def ----- Armour +4 Fatigue +4% Resists +30% lightning +8% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
clarifying linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning Mind.save +5 (+1 eff.) A pointy cloth hat, very wizardly... |
cleansing dwarven-steel helm of dexterity (+5) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: Stats +5 Dex ----- def ----- Armour +4 Fatigue +4% Resists +7% nature +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of the depths (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +5% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Bleakpain' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +10 Dex +1 Wil dps ---------- Res.pen +5% darkness Melee Ret 8 darkness ----- def ----- Armour +3 Fatigue +3% ---------- misc Stam/ret +1.50 Equi/ret +1.20 Infravis +2 A cap made of leather. |
miner's dwarven-steel helm (0 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +6 Fatigue +4% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +5 Wil ----- def ----- Armour +3 Fatigue +3% Resists +7% blight Mind.save +5 (+1 eff.) A cap made of leather. |
Aereta (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +9 Dex dps ---------- S.pwr/crit +6 Res.pen +10% blight ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +6% mind Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of the deep (3 def, 14 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +12% Resists +7% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
radiant stralite mail armour of command (12 def, 13 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +1 Cun +1 Wil ----- def ----- Armour +13 Defense +12 (+3 eff.) Fatigue +12% Resists +23% blight +16% darkness Mind.save +13 (+4 eff.) ---------- misc Light +1 A suit of armour made of mail. |
stralite mail armour 'Flowerreeve' (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Mag dps ---------- Dmg.mod +12% nature ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +6% nature +21% cold Max.HP +73.00 HP.reg +11.00 Heal.mod +26% ---------- misc Light +3 Infravis +1 A suit of armour made of mail. |
Blastsnake the cured leather armour (10 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Mov.spd +20% Dmg.mod +9% lightning ----- def ----- Armour +4 Defense +10 (+2 eff.) Fatigue +7% Resists +3% blight +6% fire +6% mind Mind.save +9 (+3 eff.) Max.HP +20.00 A suit of armour made of leather. |
enlightening drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor [Ego+] Psionic While equipped: Stats +3 Cun +6 Wil ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Mind.save +11 (+3 eff.) A suit of armour made of leather. |
hardened leather armour of cold resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +17% cold A suit of armour made of leather. |
hardened leather armour of command (15 def, 12 armour)9.0 T3 light armor [Ego+] Psionic While equipped: Stats +1 Cun ----- def ----- Armour +12 Defense +15 (+4 eff.) Fatigue +8% Mind.save +12 (+4 eff.) A suit of armour made of leather. |
prismatic hardened leather armour of Toknor (9 def, 6 armour)9.0 T3 light armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +12% light +10% darkness A suit of armour made of leather. |
rejuvenating hardened leather armour of acid resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +18% acid HP.reg +3.80 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
flaming quiver of yew arrows of daylight (16/16, 29-41 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Arcane Power 29.0 - 40.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 16 Ranged+ +14 light Against +24% Undead On Hit.r1 +12 fire Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of crippling (13/13, 19-27 power, 7 apr)3.0 T2 arrow ammo [Ego+] Master Power 19.0 - 26.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 13 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
11 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
136 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. |
4 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. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)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. |
dwarven-steel pickaxe 'Vilevein' (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +30% physical On Hit (Melee): * 20% chance to slow global speed by 37% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 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. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Mayibreriatira2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +15% cold Max.HP +41.00 Pinning- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ethereal brass lantern of focus1.0 T1 lite [Ego+] Arcane/Psionic While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% mind ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 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. |
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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
chilling pouch of dwarven-steel shots (24/24, 31-37 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Arcane Power 31.0 - 37.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 24 Ranged+ +12 cold Shots are used with slings to pummel your foes to death. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+3 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+3 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 40 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
9 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. |
overpowered yew wand of shielding [power 446] (22/29 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 446 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 29 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 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. |
10 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. |
10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A View From The Gallery (Roguelike)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Keke the Dwarf Sun Paladin level 24
14th Iron 123rd year of Ascendancy at 06:20 see stats
Anti-Antimagic! (Roguelike)
Destroyed the Ziguranth camp with your Rhaloren allies.By Keke the Dwarf Sun Paladin level 28
7th Voratun 123rd year of Ascendancy at 12:33 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Keke the Dwarf Sun Paladin level 22
3rd Iron 123rd year of Ascendancy at 15:53 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Keke the Dwarf Sun Paladin level 17
22nd Wealth 122nd year of Ascendancy at 06:03 see stats
Earth Master (Roguelike)
Killed Harkor'Zun.By Keke the Dwarf Sun Paladin level 25
30th Iron 123rd year of Ascendancy at 13:00 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Keke the Dwarf Sun Paladin level 18
13rd Dearth 122nd year of Ascendancy at 01:59 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Keke the Dwarf Sun Paladin level 25
31st Iron 123rd year of Ascendancy at 06:32 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Keke the Dwarf Sun Paladin level 30
9th Profit 123rd year of Ascendancy at 00:35 see stats
Level 10 (Roguelike)
Got a character to level 10.By Keke the Dwarf Sun Paladin level 10
2nd Acquisition 122nd year of Ascendancy at 14:27 see stats
Level 20 (Roguelike)
Got a character to level 20.By Keke the Dwarf Sun Paladin level 20
14th Dearth 122nd year of Ascendancy at 21:45 see stats
Level 30 (Roguelike)
Got a character to level 30.By Keke the Dwarf Sun Paladin level 30
8th Profit 123rd year of Ascendancy at 06:17 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Keke the Dwarf Sun Paladin level 20
15th Loss 122nd year of Ascendancy at 18:51 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Keke the Dwarf Sun Paladin level 28
30th Steel 123rd year of Ascendancy at 11:56 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Keke the Dwarf Sun Paladin level 5
19th Voratun 122nd year of Ascendancy at 09:28 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Keke the Dwarf Sun Paladin level 11
2nd Profit 122nd year of Ascendancy at 17:27 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Keke the Dwarf Sun Paladin level 22
8th Shortage 122nd year of Ascendancy at 01:32 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Keke the Dwarf Sun Paladin level 22
16th Shortage 122nd year of Ascendancy at 06:30 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Keke the Dwarf Sun Paladin level 30
8th Profit 123rd year of Ascendancy at 21:24 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Keke the Dwarf Sun Paladin level 19
14th Dearth 122nd year of Ascendancy at 14:07 see stats
Log
Lashing Tentacle hits Ghoul for 73 physical damage.
Celia is not stunned anymore.
Celia is no longer influenced by martyrdom.
Lashing Tentacle shrugs off the effect 'Spike of Decrepitude'!
Spikes of Decrepitude hits Keke for 14 cold, 13 darkness (27 total damage).
Spikes of Decrepitude hits Lashing Tentacle for 18 cold, 15 darkness (33 total damage).
Celia receives 10 healing from Eternal Night.
Erupting Shadows hits Keke for 22 darkness damage.
Keke is confused and fails to use Shield Slam.
Armoured skeleton warrior misses Keke.
Celia's Hiemal Shield hits Lashing Tentacle for 42 cold damage.
Talent Shield Pummel is ready to use.
Talent Infusion: Regeneration is ready to use.
Ghoulking misses Keke.
Bleeding from Celia hits Keke for 16 physical damage.
Bane of Confusion from Celia hits Keke for 49 darkness damage.
Keke receives 19 healing from Shield of Light.
Ghoul uses Ghoulish Leap.
Ghoul speeds up.
Lashing Tentacle hits Ghoul for 63 physical damage.
Spikes of Decrepitude hits Keke for 14 cold, 13 darkness (27 total damage).
Spikes of Decrepitude hits Lashing Tentacle for 18 cold, 15 darkness (33 total damage).
Celia receives 13 healing from Eternal Night.
Erupting Shadows hits Keke for 22 darkness damage.
Keke is confused and fails to use Infusion: Regeneration.
Melee retaliation hits Armoured skeleton warrior for 16 light, 9 nature, 22 fire (46 total damage).
Armoured skeleton warrior hits Keke for 58 physical damage.
Keke the level 30 dwarf sun paladin was chopped into tiny pieces to death by an armoured skeleton warrior on level 2 of Last Hope Graveyard.


































































































































