










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Berserker |
| Level / Exp | 22 / 80% |
| Size | medium |
| Lifes / Deaths | Killed by Salura the yellow ooze at level 22 on the 76th Dusk 122nd year of Ascendancy at 00:47 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 68 (base 51) |
| Dexterity | 33 (base 26) |
| Constitution | 38 (base 28) |
| Magic | 8 (base 10) |
| Willpower | 35 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | 11111/756 |
| Stamina | 225/266 |
| Equilibrium | 0 |
| Healing Factor | 1.3602122670883 |
| Regeneration | 10.429491455891 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 4 |
| Infravision | 6 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 119 |
| Accuracy | 60 |
| Crit Chance | 18% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +5% |
| Nature | +3% |
| Mind | +8% |
| Physical | +17% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Blight | +12% |
| Lightning | +12% |
| Light | +32% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 49.723073231957 (96.438666929426%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 15 |
| Physical Save | 34 |
| Spell Save | 27 |
| Mental Save | 29 |
Defense: Resistances
| Physical | + 18%( 70%) |
| Acid | + 25%( 70%) |
| Light | + 17%( 70%) |
| Nature | + 21%( 70%) |
| Blight | + 15%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 37%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
| Knockback Resistance | 10% |
| Confusion Resistance | 41% |
| Pinning Resistance | 10% |
| Disarm Resistance | 40% |
| Poison Resistance | 20% |
| Blind Resistance | 37% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Bloodthirst | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the 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 Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Willpower 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 Strength by +5. | done |
You failed to protect the lost warrior from death by Glatta the large brown snake. Escort: lost warrior (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed honey tree root. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed pouch of faeros ash. * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed ice ant stinger. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed bloated horror heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 | Zuborin the Strikebright (0 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Armour +8 Fatigue +3% Resists +5% arcane +4% physical Crit.chn- 5.00% Heal.mod +15% Poison- +20% Knockbk- +10% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Goreveil2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature ----- def ----- Resists +3% light +3% cold Spell.save +3 (+1 eff.) Max.HP +42.00 Confus- +20% 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. |
| On head | Yvinn the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Wil dps ---------- Phys.crit +2.0% Acc +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +3% physical Crit.chn- 5.00% Mind.save +6 (+3 eff.) Max.HP +40.00 Blind- +20% ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Olikor (dig speed 14 turns)3.0 T3 digger tool [Rare] Psionic While equipped: Stats +2 Str dps ---------- Crit.mult +20.00% Spell.pwr +20 (+10 eff.) Dmg.mod +8% mind +5% fire ----- def ----- Armour +4 Mind.save +11 (+6 eff.) Silence- +20% ---------- misc Mana/s.crit +2.00 Max.mana +40.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Isluta0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Dex +3 Con ----- def ----- Fatigue -5% Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Confus- +21% ---------- misc Max.enc +20 Equi/ret +0.08 Psi/ret +0.12 Rings make your fingers look great! |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.41 cold and 14.67 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around waist | Isumina the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +6.00% Phys.pwr +23 (+6 eff.) ----- def ----- Resists +5% arcane Die.at -60.00 life ---------- misc Max.stam +20.00 A belt that goes around your waist. |
| In main hand | Relgydofang the steel greatsword (141% power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Master Power 142% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Phys.crit +2.0% Crit.mult +10.00% Dmg.mod +9% physical Res.pen +7% all Acc +29 (+8 eff.) Apr +9 ----- def ----- Phys.save +6 (+3 eff.) Massive two-handed swords. |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+4 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| Main armor | impenetrable iron plate armour of acid resistance (0 def, 13 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +15% acid A suit of armour made of metal plates. |
| Cloak | resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Glintlady'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +25% light +5% blight ----- def ----- Fatigue -10% Resists +3% light HP.reg +4.00 Blind- +17% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion (speed 400%; cd 9)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 400% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 293; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 293 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 30%; physical; dur 4; 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 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
teleportation rune of the warrior (range 94; 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 Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 94 with a minimum range of 15. 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. |
cleansing copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Wil ----- def ----- Resists +10% nature +10% blight Poison- +20% Disease- +23% Amulets make your neck look great! |
cleansing steel amulet0.1 T2 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +14% nature +14% blight Poison- +23% Disease- +23% Amulets make your neck look great! |
gold amulet 'Torikan'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +2 Wil +7 Cun +5 Con dps ---------- Phys.crit +2.0% Mov.spd +10% Dmg.mod +6% physical Acc +10 (+3 eff.) ----- def ----- Defense +30 (+15 eff.) Fatigue -6% Mind.save +6 (+3 eff.) HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.stam +30.00 Amulets make your neck look great! |
gold amulet of constitution (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con Amulets make your neck look great! |
gold amulet of healing0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +15% Cut- +50% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 142 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
gold ring 'Frigidcutter'0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% nature +25% cold Melee Ret 4 acid 8 cold ----- def ----- Fatigue -4% Resists +9% acid ---------- misc Max.enc +24 Rings make your fingers look great! |
rogue's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +6 (+3 eff.) Resists +20% lightning Rings make your fingers look great! |
Torchrend the steel battleaxe (121% power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Nature Power 122% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 nature On Crit.r2 +8 fire On Hit: * 10% chance to reduce all saves and defense by 18 While equipped: dps ---------- Dmg.mod +15% mind Res.pen +15% fire ----- def ----- Resists +3% acid +9% mind Massive two-handed battleaxes. |
iron battleaxe of massacre (124% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Master Power 124% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
thought-forged dwarven-steel battleaxe of massacre (147% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Master/Psionic Power 147% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +7 mind On Hit: * 21% chance to reduce all saves and defense by 18 While equipped: Stats +5 Cun +3 Wil Massive two-handed battleaxes. |
truestriking steel battleaxe of massacre (129% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Master Power 130% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +12 (+3 eff.) Apr +9 Massive two-handed battleaxes. |
Dagger of the Past (129% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 129% Range: 1.3x Uses 50% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+5 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+8 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
balanced dwarven-steel dagger of erosion (116% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Nature/Master Power 116% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +20% Sharp, short and deadly. |
balanced iron dagger of massacre (111% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 111% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +22% Sharp, short and deadly. |
dwarven-steel dagger 'Prismwolf' (119% power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Nature/Disrupt/Master Power 120% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +10 lightning +20 cold On Hit: * 10 arcane resource burn On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Mov.spd +25% Dmg.mod +12% cold Res.pen +11% lightning +16% cold +5% light ----- def ----- Resists +3% light Sharp, short and deadly. |
truestriking dwarven-steel dagger of amnesia (118% power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Master/Psionic Power 118% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +6% physical Acc +7 (+2 eff.) Apr +6 Sharp, short and deadly. |
Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 51% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
slime-covered iron greatmaul (113% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Disrupt Power 113% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit: * 9% chance to slow global speed by 44% Massive two-handed mauls. |
Floegrinder (117% power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Psionic Power 117% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 darkness +12 cold Against +9% Living On Hit.r1 +4 mind +8 cold While equipped: dps ---------- Dmg.mod +3% fire Massive two-handed swords. |
balanced dwarven-steel greatsword of erosion (149% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Nature/Master Power 149% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +39% Massive two-handed swords. |
elemental dwarven-steel greatsword of vileness (142% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane Power 142% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 14 * Create an explosion dealing 38 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +24% cold Res.pen +20% cold Massive two-handed swords. |
iron greatsword (112% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 112% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
steady ash longbow of cold4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +12 cold While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +14% cold Acc +12 (+3 eff.) Longbows are used to shoot arrows at your foes. |
flaming steel longsword of rage (109% power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Arcane/Master Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +6 fire While equipped: Stats +5 Str dps ---------- Dmg.mod +6% physical Acc +8 (+2 eff.) Sharp, long, and deadly. |
hateful dwarven-steel longsword (126% power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Psionic Power 127% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 darkness Against +8% Living Sharp, long, and deadly. |
creative thorny mindstar of storms (93% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 93% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +4 Dex +2 Mag +3 Wil +5 Cun +3 Con dps ---------- Mind.crit +3% Crit.mult +7.00% Mind.pwr +6 (+3 eff.) Melee+ 8 lightning Dmg.mod +7% lightning Res.pen +4% lightning ----- def ----- Resists +6% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative vined mindstar of clarity (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+2 eff.) ----- def ----- Mind.save +2 (+1 eff.) ---------- misc Max.psi +19.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wyrm's thorny mindstar of flames (97% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature 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 (+3 eff.) All.spd +4% Melee+ 4 lightning 4 physical 8 fire 3 acid 4 cold Dmg.mod +9% fire Res.pen +9% fire ----- def ----- Resists +4% lightning +5% physical +3% cold +10% fire +3% acid ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Blazewaker4.0 T3 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +16 lightning While equipped: Stats +2 Cun +3 Dex dps ---------- Phys.crit +3.0% Dmg.mod +27% lightning Acc +8 (+2 eff.) ----- def ----- Resists +6% blight Slings are used to hurl stones or metal shots at your foes. |
Winddream the elm vilestaff (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon Reqs Mag 11 [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire Res.pen +25% fire +10% darkness +5% nature On Hit (Melee): * 20% chance to slow global speed by 44% * 20% chance to reduce damage dealt by 15% ----- def ----- Resists +3% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel steamgun of cold4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 cold Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +13% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
enhanced dwarven-steel steamgun4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Str +6 Dex +5 Mag +5 Wil +3 Cun +5 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel waraxe (122% power, 4 apr)3.0 T3 waraxe 1H weapon [Normal] Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
truestriking dwarven-steel waraxe of erosion (122% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Nature/Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Res.pen +7% physical Acc +6 (+2 eff.) Apr +7 One-handed war axes. |
Rotbloom the drakeskin leather belt1.0 T5 belt armor [Random Unique] Arcane While equipped: Stats +9 Mag +8 Wil dps ---------- Spell.crit +5% Spell.pwr +6 (+3 eff.) Dmg.mod +6% nature Res.pen +10% nature ----- def ----- Fatigue -7% Resists +12% nature Mind.save +15 (+8 eff.) ---------- misc Max.enc +50 A belt that goes around your waist. |
grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +6% temporal A belt that goes around your waist. |
hardened leather belt 'Ivubeth'1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Melee Ret 6 arcane ----- def ----- Resists +5% arcane Max.HP +30.00 ---------- misc Max.psi +30.00 A belt that goes around your waist. |
rough leather belt 'Tideblack'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold Res.pen +15% cold ----- def ----- Resists +9% mind Max.HP +30.00 ---------- misc Max.hate +8.00 A belt that goes around your waist. |
enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+4 eff.) Phys.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Acc +4 (+1 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of the Shaloren (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil ----- def ----- Defense +2 (+1 eff.) Spell.save +9 (+4 eff.) ---------- misc Max.mana +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dispeller's cashmere robe of blight (+9%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +13% blight ----- def ----- Resists +9% lightning +6% darkness +8% light +20% blight +7% fire +7% cold +11% all Phys.save +11 (+6 eff.) Spell.save +27 (+13 eff.) Mind.save +12 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dourwhisper the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +1 Dex ----- def ----- Armour +3 Fatigue +2% Resists +6% darkness Crit.chn- 10.00% ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayyna the Bleakgash (0 def, 7 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +6 (+3 eff.) Res.pen +7% physical ----- def ----- Armour +7 Resists +12% darkness +12% fire Poison- +20% Confus- +20% Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Samumnir the Floebone (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Mind.pwr +15 (+7 eff.) Dmg.mod +9% mind +18% cold ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +5% temporal ---------- misc Psi/ret +0.12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% fire +5% cold 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 'Glitterhue' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Con dps ---------- Res.pen +15% light ----- def ----- Armour +3 Fatigue +2% Phys.save +11 (+6 eff.) Spell.save +15 (+7 eff.) Mind.save +10 (+5 eff.) Die.at -20.00 life HP.reg +4.00 Def/telep +10 Res/telep +10% Dur/telep +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
steady dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+2 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +5 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +22% 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. |
Demonoblivion (2 def, 2 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +4 Wil dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +2 Defense +2 (+1 eff.) Phys.save +11 (+6 eff.) Die.at -40.00 life A pointy cloth hat, very wizardly... |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Zehell the dwarven-steel helm (6 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +8 Cun +4 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +5% mind Acc +6 (+2 eff.) On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +4% Resists +8% nature +6% temporal Spell.save +6 (+3 eff.) Max.HP +48.00 Heal.mod +11% Def/telep +15 Res/telep +15% Dur/telep +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed dwarven-steel helm of constitution (+4) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 249.3 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of trickery (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +10% light +12% darkness A cap made of leather. |
Polythra (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% Mind.pwr +30 (+14 eff.) Melee Ret 8 mind ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +12% arcane Spell.save +13 (+6 eff.) ---------- misc Max.psi +30.00 A suit of armour made of mail. |
dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Psionic While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +8% mind Mind.save +10 (+5 eff.) A suit of armour made of mail. |
dwarven-steel mail armour of command (10 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +13 Defense +10 (+5 eff.) Fatigue +12% Mind.save +13 (+7 eff.) A suit of armour made of mail. |
impenetrable iron mail armour of cold resistance (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +18% cold 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 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
steel mail armour of clarity (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Psionic While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% mind Mind.save +12 (+6 eff.) A suit of armour made of mail. |
steel mail armour of command (9 def, 10 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +12% Mind.save +10 (+5 eff.) A suit of armour made of mail. |
Searvengeance the hardened leather armour (9 def, 14 armour)9.0 T3 light armor [Rare] Arcane While equipped: Stats +4 Dex +4 Con dps ---------- Phys.pwr +25 (+6 eff.) Dmg.mod +6% fire ----- def ----- Armour +14 Defense +9 (+5 eff.) Fatigue +8% Resists +7% arcane Spell.save +19 (+9 eff.) A suit of armour made of leather. |
cleansing hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +11% nature +12% blight A suit of armour made of leather. |
cleansing hardened leather armour of cold resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +12% blight +16% cold +12% nature A suit of armour made of leather. |
hardened leather armour of clarity (9 def, 6 armour)9.0 T3 light armor [Ego] Psionic While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +6% mind Mind.save +10 (+5 eff.) A suit of armour made of leather. |
reinforced dwarven-steel shield of the stars (0 def, 7 armour, 109 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +10% light +12% darkness ----- def ----- Armour +7 Fatigue +8% Resists +10% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced steel shield of shrapnel (0 def, 7 armour, 62 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: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 257 physical damage over 5 turns (1/turn) ----- def ----- Armour +7 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 40 block)7.0 T2 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
2 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. |
344 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +46.00 ---------- misc Light +6 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. |
survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +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. |
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. |
2 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. |
pouch of dwarven-steel shots of erosion (0/16, 136% power, 3 apr)3.0 T3 shot ammo [Ego] Nature Power 137% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 16 Ranged+ +8 nature Shots are used with slings to pummel your foes to death. |
Amahor the Sparktaint [power 220] (25 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +18% lightning Melee Ret 10 mind ---------- misc Equi/ret +0.08 Max.psi +20.00 Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 485 Base Damage: 250 Armor: 15 All Resist: 14 Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Glittertrencher the yew totem of stinging [power 254] (15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +3% fire +3% darkness +9% cold ---------- misc Light +2 Sting an enemy dealing 262 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 35% for 2 turns. 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
5 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. |
7 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
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Lioyru the Thalore Berserker level 19
45th Dusk 122nd year of Ascendancy at 07:50 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Lioyru the Thalore Berserker level 10
1st Dusk 122nd year of Ascendancy at 23:17 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Lioyru the Thalore Berserker level 20
66th Dusk 122nd year of Ascendancy at 09:57 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Lioyru the Thalore Berserker level 19
59th Dusk 122nd year of Ascendancy at 16:49 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Lioyru the Thalore Berserker level 22
74th Dusk 122nd year of Ascendancy at 05:29 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Lioyru the Thalore Berserker level 6
8th Flare 122nd year of Ascendancy at 01:14 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Lioyru the Thalore Berserker level 18
34th Dusk 122nd year of Ascendancy at 00:46 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Lioyru the Thalore Berserker level 22
71st Dusk 122nd year of Ascendancy at 18:15 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Lioyru the Thalore Berserker level 14
22nd Dusk 122nd year of Ascendancy at 05:10 see stats
Log
Layadathra the rogue sapper hits Lioyru for 40 physical, 9 blight, 63 blight, 9 blight, 55 blight, 31 physical (207 total damage).
Salura the yellow ooze shoves Layadathra the rogue sapper aside.
Lioyru stops burning.
Talent Execution is ready to use.
Talent Dig is ready to use.
Talent Unstoppable is ready to use.
Imploding (slow) from Salura the yellow ooze hits Lioyru for 60 physical damage.
Lioyru HEALS from nature damage!
Lioyru HEALS from acid damage!
Salura the yellow ooze's Beyond the Flesh hits Lioyru for 63 physical, 10 nature, 4 healing, 11 darkness, 4 acid, 2 healing, 16 physical (104 total damage) [6 healing].
Layadathra the rogue sapper casts Bone Spear.
Layadathra the rogue sapper hits Lioyru for 115 physical, 52 blight, 9 blight, 59 blight (235 total damage).
Salura the yellow ooze throws two quick punches.
Salura the yellow ooze performs a melee critical strike against Lioyru!
Lioyru HEALS from acid damage!
Salura the yellow ooze hits Lioyru for 59 physical, 4 acid, 2 healing, 16 physical, 117 physical, 4 acid, 2 healing, 6 acid, 3 healing, 16 physical (223 total damage) [6 healing].
Lioyru is no longer blood locked.
Lioyru shakes off the crushing forces.
Salura the yellow ooze has regained its confidence.
Layadathra the rogue sapper's aura of power vanishes.
Layadathra the rogue sapper has regained its confidence.
Lioyru HEALS from nature damage!
Lioyru HEALS from acid damage!
Salura the yellow ooze's Beyond the Flesh hits Lioyru for 93 physical, 10 nature, 4 healing, 11 darkness, 4 acid, 2 healing, 20 physical (137 total damage) [6 healing].
Salura the yellow ooze unleashes a flurry of disrupting kicks.
Lioyru deactivates Daunting Presence.
Lioyru deactivates Berserker Rage.
Lioyru's rage subsides!
Salura the yellow ooze hits Lioyru for 23 physical damage.
Lioyru the level 22 thalore berserker was eviscerated to death by Salura the yellow ooze on level 1 of The Maze.





















































































































