











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! 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! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 17 / 34% |
| Size | big |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 8 on the 79th Pyre 122nd year of Ascendancy at 06:43 2 / 3Killed by Cyreldalaith the chitinous spider at level 17 on the 12nd Dusk 122nd year of Ascendancy at 21:57 Killed by Gloritira the thief at level 17 on the 13rd Dusk 122nd year of Ascendancy at 07:13 |
Primary Stats
| Strength | 37 (base 34) |
| Dexterity | 14 (base 10) |
| Constitution | 16 (base 13) |
| Magic | 48 (base 43) |
| Willpower | 8 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Life | 456/456 |
| Insanity | 100/100 |
| Healing Factor | 1.2545771506545 |
| Regeneration | 0.31364428766363 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -62.968710796561% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 39 |
| Crit Chance | 9% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Arcane | +6% |
| Mind | +3% |
| All | 0% |
| Darkness | +60% |
| Light | +10% |
| Temporal | +8% |
| Cold | +12% |
| Fire | +9% |
| Nature | +11% |
Offense: Damage Penetration
| Lightning | +5% |
| Temporal | +10% |
| Arcane | +5% |
| Fire | +15% |
| Darkness | +34% |
Defense: Base
| Armour (hardiness) | 18.413408721348 (65.897138898113%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 19 |
| Physical Save | 32 |
| Spell Save | 30 |
| Mental Save | 25 |
Defense: Resistances
| Blight | + 6%( 70%) |
| Physical | + 8%( 70%) |
| Cold | + 27%( 70%) |
| All | 0%( 70%) |
| Lightning | + 9%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 8%( 70%) |
| Mind | + 5%( 70%) |
| Darkness | + 46%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 322 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You have explored the Rhaloren camp and killed the Inquisitor. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 |
Equipment
| On feet | pair of iron boots 'Gossra' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.pwr +25 (+9 eff.) Acc +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +2% Phys.save +3 (+1 eff.) Die.at -40.00 life ---------- 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. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(45 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | iron helm 'Blindcut' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +15% darkness +6% cold Apr +4 ----- def ----- Armour +3 Fatigue +5% Resists +6% darkness +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 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. |
| On fingers | copper ring 'Icemistress'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +6% cold +11% nature +15% darkness On Hit (Melee): * 10% chance to reduce armor by 31% ----- def ----- Resists +22% nature +6% cold Rings make your fingers look great! |
| On fingers | savior's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | rough leather belt 'Dazzlepanic'1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% blight +6% light Mind.save +3 (+2 eff.) Max.HP +30.00 A belt that goes around your waist. |
| In main hand | dwarven-steel waraxe 'Emelubredhewe' (28-39 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: ----- def ----- Resists +2% physical Spell.save +9 (+4 eff.) Heal.mod +10% Poison- +20% Stun/Frz- +20% One-handed war axes. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | Belulralle the Sparkfurnace (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: dps ---------- Dmg.mod +3% mind Res.pen +5% lightning ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +6% lightning +6% physical +5% mind +15% cold Phys.save +15 (+7 eff.) Mind.save +12 (+6 eff.) ---------- misc Hate/m.crit +3.00 A suit of armour made of mail. |
| Cloak | Polyvea the Shadethorn (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness +9% fire Res.pen +24% darkness +15% fire Melee Ret 2 cold On Hit (Melee): * 10% chance to reduce damage dealt by 8% ----- def ----- Defense +2 (+2 eff.) Resists +12% darkness Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Lightninggrinder the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Dex +4 Cun +3 Con dps ---------- Dmg.mod +6% arcane Res.pen +5% arcane ----- def ----- Resists +3% lightning Amulets make your neck look great! |
Inventory
regeneration infusion of the warrior (heal 205; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 205 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 20%; physical; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd 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 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
grounding gold amulet0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +15% lightning Stun/Frz- +26% Amulets make your neck look great! |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
gold ring 'Shineriver'0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +6% light Melee Ret 2 light ----- def ----- Resists +18% acid +3% temporal +5% arcane Phys.save +4 (+2 eff.) ---------- misc Light +3 Rings make your fingers look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
mule's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +22 Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Rot's kiss the steel battleaxe (22-34 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 22.5 - 33.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +8 nature While equipped: Stats +3 Str dps ---------- Dmg.mod +9% physical Acc +9 (+3 eff.) ----- def ----- Resists +3% blight +5% arcane +12% nature Max.HP +20.00 Knockbk- +20% Massive two-handed battleaxes. |
flaming steel battleaxe of crippling (22-34 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane/Master Power 22.5 - 33.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +10 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Massive two-handed battleaxes. |
hateful steel battleaxe of massacre (30-44 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master/Psionic Power 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 darkness Against +10% Living Massive two-handed battleaxes. |
steel battleaxe of massacre (27-40 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master Power 27.0 - 40.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
acidic steel dagger of daylight (14-18 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 light Against +7% Undead On Crit: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 Sharp, short and deadly. |
balanced steel dagger of daylight (11-14 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane/Master Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 light Against +9% Undead While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+6 eff.) Disarm- +20% Sharp, short and deadly. |
voratun dagger of massacre (45-58 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego] Master Power 45.0 - 58.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Sharp, short and deadly. |
arcing steel greatmaul (28-43 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 28.5 - 42.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage Massive two-handed mauls. |
steel greatmaul (30-45 power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
balanced steel greatsword of massacre (33-53 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 33.0 - 52.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +29% Massive two-handed swords. |
steel greatsword (22-36 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 22.5 - 36.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
steel greatsword of erosion (21-34 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature Power 21.0 - 33.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 nature Massive two-handed swords. |
truestriking steel greatsword (26-42 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 26.0 - 41.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +10 (+3 eff.) Apr +7 Massive two-handed swords. |
ranger's yew longbow4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +3 Dex Longbows are used to shoot arrows at your foes. |
yew longbow 'Chillstoker'4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +5 Str dps ---------- Phys.pwr +11 (+4 eff.) ----- def ----- Resists +6% fire +6% mind +3% cold Spell.save +3 (+1 eff.) Silence- +10% Confus- +20% Longbows are used to shoot arrows at your foes. |
chilling iron longsword (12-18 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 cold Sharp, long, and deadly. |
chilling steel longsword of phasing (16-22 power, 9 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +3.0% Atk.spd 100% Phasing +11% Melee+ +8 cold Sharp, long, and deadly. |
iron longsword (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron longsword of daylight (12-17 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 light Against +5% Undead Sharp, long, and deadly. |
iron longsword of massacre (18-26 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
steel longsword 'Bleakstreaker' (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Nature/Master Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +8 darkness On Crit.r2 +19 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Wil dps ---------- Phys.crit +6.0% All.spd +1% Res.pen +10% blight +8% fire +20% arcane +5% all Acc +7 (+2 eff.) Apr +6 Sharp, long, and deadly. |
thought-forged iron longsword (12-17 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Psionic Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 mind On Hit: * 10% chance to reduce all saves and defense by 8 While equipped: Stats +2 Cun +1 Wil Sharp, long, and deadly. |
steel mace (16-22 power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
steel mace 'Xinne' (20-27 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Master/Psionic Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 darkness Against +7% Living While equipped: dps ---------- Dmg.mod +12% mind Acc +5 (+1 eff.) Melee Ret 6 mind ----- def ----- Defense +5 (+5 eff.) Disarm- +28% Blunt and deadly. |
Glama (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+6 eff.) Dmg.mod +13% lightning +8% fire +6% acid +7% cold ----- def ----- Defense +10 (+8 eff.) Resists +5% arcane +3% mind Silence- +20% Disarm- +20% Pinning- +10% ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Urthegorn the cured leather sling4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Random Unique] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Proj.spd +100% On Crit.r2 +10 acid +12 nature While equipped: Stats +5 Str +8 Dex +5 Mag +5 Wil +8 Cun +5 Con dps ---------- Phys.crit +3.0% Res.pen +5% acid +6% physical +10% nature Apr +7 ---------- misc Reload +2 Slings are used to hurl stones or metal shots at your foes. |
cured leather sling 'Freezestone'4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit: * 20 arcane resource burn While equipped: Stats +2 Con dps ---------- Dmg.mod +6% cold Res.pen +5% cold Melee Ret 4 light On Hit (Ranged): * 20 arcane resource burn ----- def ----- Resists +6% cold ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 100 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
Camagrim (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Mag +2 Cun +4 Con dps ---------- Spell.crit +8% Mind.crit +1% Crit.mult +13.00% Spell.pwr +17 (+6 eff.) Dmg.mod +20% fire Res.pen +5% arcane +20% mind ----- def ----- Phys.save +8 (+4 eff.) Spell.save +11 (+5 eff.) Mind.save +5 (+3 eff.) ---------- misc Mana/turn +0.17 N.En/turn +0.20 Vim/s.crit +4.00 Max.vim +22.00 Max.N.En +23.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Moduneg the ash magestaff (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +10% Crit.mult +10.00% Spell.pwr +10 (+4 eff.) Dmg.mod +15% fire Res.pen +15% blight ----- def ----- Armour +7 Defense +7 (+7 eff.) Spell.save +6 (+3 eff.) HP.reg +0.80 Heal.mod +10% ---------- misc Wards +3 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of protection (15-18 power, 3 apr, arcane 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 +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% arcane ----- def ----- Resists +8% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of invocation (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 +2% Spell.pwr +12 (+4 eff.) S.pwr/crit +7 Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 29.65 to 35.58 darkness damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
earthen ash vilestaff (15-18 power, 3 apr, acid 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 +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% acid ----- def ----- Armour +5 Hardiness +3% Phys.save +4 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash starstaff of might (15-18 power, 3 apr, light 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 +8% Spell.pwr +6 (+2 eff.) Dmg.mod +15% light ---------- misc Mana/turn +0.14 Max.mana +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic iron steamsaw of cold resistance (+16%) (10-16 power, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 acid Melee Ret 3 acid ----- def ----- Armour +2 Defense +2 (+2 eff.) Fatigue +4% Resists +16% cold ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
balanced steel steamsaw of cold resistance (+15%) (14-22 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Power 14.5 - 21.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 Uses 1.0 Steam While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +3 Defense +11 (+9 eff.) Fatigue +6% Resists +15% cold Disarm- +24% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
flaming steel steamsaw of massacre (21-32 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire Melee Ret 1 fire ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
hateful steel steamsaw of physical resistance (+12%) (14-21 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Psionic/Steamtech Power 14.0 - 21.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +20 Melee+ +6 darkness Against +5% Living Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% Resists +12% physical ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
acidic iron waraxe of phasing (12-16 power, 7 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +3.5% Atk.spd 100% Phasing +11% On Crit: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 One-handed war axes. |
arcing steel waraxe of daylight (12-17 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 light Against +11% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage One-handed war axes. |
flaming iron waraxe of erosion (12-17 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane/Nature Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 nature On Hit.r1 +5 fire One-handed war axes. |
iron waraxe of massacre (16-22 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
iron waraxe of massacre (18-24 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
iron waraxe of massacre (18-25 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
steel waraxe 'Silirin' (11-15 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 nature While equipped: Stats +2 Mag +2 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 33% ----- def ----- Resists +9% acid +12% fire +5% arcane +3% nature One-handed war axes. |
steel waraxe of enduring (11-15 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Nature Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +8 Con +6 Wil ----- def ----- Max.HP +42.00 One-handed war axes. |
warbringer's steel waraxe of phasing (15-21 power, 8 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane/Master Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +4.0% Atk.spd 100% Phasing +11% While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +6% physical ----- def ----- Disarm- +14% One-handed war axes. |
Eilinuda the Chargetouch (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Mag +2 Cun +3 Con dps ---------- Res.pen +5% fire ----- def ----- Defense +7 (+7 eff.) Resists +6% lightning Phys.save +6 (+3 eff.) ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flashrune the cashmere cloak (8 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold +3% fire Res.pen +20% fire +10% cold Melee Ret 4 fire ----- def ----- Defense +8 (+7 eff.) Resists +6% nature Phys.save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tarrydil (7 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Mind.crit +3% Mind.pwr +10 (+8 eff.) Dmg.mod +12% mind Apr +3 ----- def ----- Defense +7 (+7 eff.) Max.HP +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+7 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+7 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Betyvea' (26 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +26 (+16 eff.) Resists +1% physical +3% nature +11% cold +5% arcane +3% mind Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Daybraze (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+8 eff.) Dmg.mod +9% mind +15% fire ----- def ----- Resists +22% fire +12% light +9% all Mind.save +6 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +6% all ----- def ----- Resists +11% darkness +11% mind +9% all Phys.save +11 (+5 eff.) Spell.save +11 (+5 eff.) Mind.save +25 (+13 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +9% lightning +6% physical +5% cold ----- def ----- Resists +5% lightning +5% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Ragahor' (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Dmg.mod +13% blight +9% acid Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce all saves and defense by 8 ----- def ----- Resists +13% blight +9% all Mind.save +9 (+5 eff.) ---------- misc Max.psi +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of lightning (+19%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +13% lightning ----- def ----- Resists +19% lightning +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blood-soaked pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+2 eff.) Apr +4 ----- def ----- Armour +3 ---------- misc Stam/turn +0.30 Max.stam +14.00 A pair of boots made of leather. |
pair of rough leather boots 'Pitchquench' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +20% darkness Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 31% ----- def ----- Armour +1 Resists +3% darkness ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
wanderer's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +1 Phys.save +11 (+5 eff.) Mind.save +11 (+6 eff.) ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
dwarven-steel gauntlets of sorrow (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Psionic While equipped: dps ---------- Mind.pwr +4 (+4 eff.) Melee+ 11 mind 21 darkness On Hit (Melee): * 12% chance to reduce all saves and defense by 8 ----- def ----- Armour +2 Fatigue +3% Mind.save -15 (-9 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 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% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of war-making (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +9% Crit.mult +7.00% ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
polar dwarven-steel gauntlets of regeneration (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Nature While equipped: dps ---------- Melee+ 7 cold Dmg.mod +5% cold ----- def ----- Armour +2 Fatigue +3% Resists +8% cold HP.reg +2.40 ---------- misc Stam/turn +0.40 Psi/turn +0.16 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. |
polar iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 cold Dmg.mod +4% cold Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% 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. |
steady hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Psionic While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +2 Phys.save +5 (+2 eff.) Mind.save +5 (+3 eff.) Disarm- +22% 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. |
storm dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 5 lightning Dmg.mod +3% lightning ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning 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. |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fearwoven linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +1% Mind.pwr +6 (+6 eff.) Dmg.mod +6% darkness +6% physical ----- def ----- Defense +1 (+1 eff.) Resists +6% darkness +5% physical ---------- misc Max.hate +5.00 A pointy cloth hat, very wizardly... |
insulating iron helm of dexterity (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating rough leather cap of the depths (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold ---------- misc Breathe water A cap made of leather. |
miner's rough leather cap of strength (+3) (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
shielding linen wizard hat of balance (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) ---------- misc Equi/ret +0.80 Psi/ret +0.90 Hate/ret +0.80 A pointy cloth hat, very wizardly... |
stabilizing linen wizard hat of light (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% light ----- def ----- Defense +1 (+1 eff.) Resists +15% light Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Erelirek (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +6% blight +9% temporal +11% mind +3% acid Mind.save +23 (+12 eff.) Max.HP +20.00 HP.reg +1.00 Heal.mod +12% A suit of armour made of mail. |
fortifying steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Max.HP +32.00 A suit of armour made of mail. |
impenetrable steel mail armour of acid resistance (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +12 Defense +2 (+2 eff.) Fatigue +12% Resists +19% acid A suit of armour made of mail. |
impenetrable steel mail armour of acid resistance (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +12 Defense +2 (+2 eff.) Fatigue +12% Resists +17% acid A suit of armour made of mail. |
impenetrable stralite mail armour of resilience (4 def, 13 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego] Nature/Master While equipped: ----- def ----- Armour +13 Defense +4 (+4 eff.) Fatigue +12% Max.HP +20.00 A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
rejuvenating steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% HP.reg +3.00 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
cured leather armour 'Elathra' (9 def, 6 armour)9.0 T2 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Str +7 Dex +4 Mag +4 Wil +8 Cun ----- def ----- Armour +6 Defense +9 (+8 eff.) Fatigue +7% Resists +11% light +12% darkness +6% mind Spell.save +6 (+3 eff.) Max.HP +34.00 Disarm- +10% A suit of armour made of leather. |
rejuvenating cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% HP.reg +3.30 ---------- misc Stam/turn +0.90 A suit of armour made of leather. |
rejuvenating rough leather armour of the deep (3 def, 4 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +3 (+3 eff.) Fatigue +6% Resists +6% acid +6% cold HP.reg +2.20 ---------- misc Stam/turn +0.50 Breathe water A suit of armour made of leather. |
Emonne the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid ----- def ----- Armour +11 Fatigue +22% Resists +18% acid +12% cold HP.reg +4.00 Heal.mod +20% Blind- +20% A suit of armour made of metal plates. |
steel shield of fire resistance (+16%) (0 def, 4 armour, 43.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +16% fire ---------- misc Talents +1 Block Handheld deflection devices. |
self-loading quiver of ash arrows of vileness (17/17, 24-34 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego] Arcane Power 24.0 - 33.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Rld cld 4 Ranged+ +11 blight On Hit: * 11% chance to reduce strength, dexterity, and constitution by 21 Arrows are used with bows to pierce your foes to death. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
131 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Brightgrit (dig speed 18 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +6% blight Res.pen +20% light On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 21 ----- def ----- Resists +6% fire +6% darkness +6% cold ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Aneroddagas1.0 T3 lite [Rare] Master While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.crit +2% On Hit (Melee): * 20% chance to reduce all saves and defense by 8 ---------- misc Hate/m.crit +3.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 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. |
Kifang the Tidesmash (22/22, 44-52 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Rare] Master Power 43.5 - 52.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 22 Proj.spd +200% Phasing +10% Ranged+ +8 cold While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
Sepsisfame (19/19, 38-46 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Rare] Master Power 38.5 - 46.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 19 Ranged+ +16 light On Hit.r1 +8 nature +16 cold On Crit.r2 +4 nature On Hit: * 20% chance to slow global speed by 33% On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
deadly pouch of dwarven-steel shots of daylight (20/20, 38-46 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Arcane/Master Power 38.5 - 46.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Ranged+ +9 light Against +5% Undead Shots are used with slings to pummel your foes to death. |
pouch of iron shots of crippling (22/22, 14-17 power, 1 apr)3.0 T1 shot ammo [Ego+] Master Power 14.0 - 16.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +10.0% Capacity 22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
steel torque of clear mind [power 2] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
yew totem of thorny skin 'Torchwind' [power 41] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +2% Dmg.mod +9% fire Res.pen +5% mind ----- def ----- Mind.save +15 (+8 eff.) ---------- misc Psi/ret +0.16 Harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Yakub the Ogre Writhing One level 10
7th Mirth 122nd year of Ascendancy at 09:55 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Yakub the Ogre Writhing One level 13
3rd Summertide 122nd year of Ascendancy at 17:49 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Yakub the Ogre Writhing One level 9
2nd Mirth 122nd year of Ascendancy at 22:19 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Yakub the Ogre Writhing One level 15
5th Dusk 122nd year of Ascendancy at 00:48 see stats
Log
Yakub deactivates Constrict.
Gloritira the thief is free from the tentacle constriction.
Gloritira the thief stops bleeding.
Gloritira the thief is fully armored again.
Yakub is no longer poisoned.
Yakub has finished recovering.
Talent Shed Skin is ready to use.
Yakub casts Shed Skin.
A shield forms around Yakub.
Yakub casts Diseased Tongue.
Your shield crumbles under the damage!
The shield around Yakub crumbles.
Yakub is poisoned!
Gloritira the thief's Caustic Dispersal hits Yakub for (132 absorbed), 0 acid, (3 absorbed), 1 acid, 3 nature (4 total damage).
Yakub calms down.
Yakub is no longer out of phase.
Deadly Poison from Gloritira the thief hits Yakub for 14 nature damage.
Gloritira the thief uses Set Up.
Gloritira the thief is moving defensively!
Deadly Poison from Gloritira the thief hits Yakub for 16 nature damage.
Yakub the level 17 ogre writhing one was naturalised to death by Gloritira the thief on level 1 of The Maze.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Deadly Poison from Gloritira the thief killed Yakub!
Saving game...
Saving done.




















































































































