









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! 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.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 26 / 65% |
| Size | medium |
| Lifes / Deaths | Killed by Xerulaith the netherworm mass at level 26 on the 3rd Dusk 123rd year of Ascendancy at 03:46 / 1 |
Primary Stats
| Strength | 95 (base 57) |
| Dexterity | 35 (base 10) |
| Constitution | 31 (base 10) |
| Magic | 72 (base 50) |
| Willpower | 24 (base 10) |
| Cunning | 25 (base 10) |
Resources
| Life | -266/688 |
| Positive | 18/125 |
| Stamina | 210/210 |
| Healing Factor | 1.7358714593979 |
| Regeneration | 47.302497268592 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 146 |
| Accuracy | 53 |
| Crit Chance | 39% |
| APR | 16 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Light | +32% |
| Darkness | +18% |
| Physical | +7% |
| Lightning | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +42% |
| Arcane | +20% |
| Cold | +10% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 27.5 (80%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 26 |
| Physical Save | 32 |
| Spell Save | 40 |
| Mental Save | 17 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 30%( 70%) |
| Cold | + 27%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 48%( 70%) |
| Light | + 54%( 70%) |
| Temporal | + 9%( 70%) |
| Lightning | + 24%( 70%) |
| Fire | + 41%( 70%) |
| Nature | + 11%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 63% |
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 340 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 115 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Dexterity stat. |
Class Talents
| Celestial / Guardian | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed ice ant stinger. * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed electric eel tail. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 32% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | alchemist's lamp 'Glowquake'1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +3 Con defense ------ Resistance +6% temporal +3% light +8% blight +6% cold +9% darkness Spell save +3 (+1 eff.) Life Regen +9.00 other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Duskschism the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Con offense ------ Ignore resists +10% darkness When Hit 6 darkness defense ------ Armor +4 Fatigue +4% Resistance +8% acid +6% darkness +7% fire +7% cold +5% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves 'Adyremiba' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Wil offense ------ Physical Crit +5.0% Spell Crit +10% Mind Crit +6% Critical power +19.00% Physical Power +7 (+2 eff.) On-Hit 8 acid Damage +5% acid defense ------ Armor +2 Resistance +7% acid other ------- Max hate +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Stats +12 Mag +5 Wil offense ------ Spellpower +7 (+2 eff.) On-Hit 16 light On-Ranged-Hit 13 light Damage +12% light defense ------ Spell save +8 (+3 eff.) Blind Resist +20% Disease Resist +10% Confus Resist +10% Stun Resist +20% Cannot be unequipped or rerolled until level 27. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Ebonylord the steel ring =5c=0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +7 (+2 eff.) Damage +6% darkness Ignore resists +20% arcane defense ------ Resistance +5% nature +7% blight Life +47.00 Life Regen +10.00 Healmod +12% Poison Resist +16% Disease Resist +14% Rings make your fingers look great! |
| Around neck | Betabeth the Phlegmwasp0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Physical Power +7 (+2 eff.) Combat Speed +10% Damage +7% physical When Hit 2 nature defense ------ Resistance +3% blight +6% cold +6% darkness +6% light Spell save +6 (+2 eff.) Amulets make your neck look great! |
| In main hand | dwarven-steel greatsword 'Snowtrencher' (146% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Random Unique] Nature/Master Weapon Damage 147% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 nature +16 acid On-Hit, radius 1 +16 cold On Critical: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +14.0% Physical Power +12 (+3 eff.) Ignore resists +10% cold +10% physical Accuracy +17 (+6 eff.) Ignore Armor +12 defense ------ Resistance +6% cold Massive two-handed swords. |
| Around waist | Belaldama the Lightningpassion1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +6% lightning Ignore Armor +2 On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Defense +20 (+6 eff.) Resistance +3% nature Life Regen +2.00 Healmod +15% A belt that goes around your waist. |
| In off hand | Emelydhewe the dwarven-steel shield (0 def, 6 armour, 135% power, 84 block) =5c=7.0 Encumbrance T3 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 136% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +84 On-hit +14 light +12 darkness While equipped: Stats +1 Mag +3 Cun +5 Con offense ------ Damage +12% light +12% darkness defense ------ Armor +6 Fatigue +8% Resistance +17% lightning +22% fire +13% light +15% darkness other ------- See Invisibility +9 Talents +1 Block Handheld deflection devices. |
| Cloak | cashmere cloak 'Tulofang' (22 def, 0 armour) =2c=2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +3 Str +4 Mag +3 Wil +4 Cun +2 Con offense ------ Mind Crit +4% defense ------ Defense +22 (+7 eff.) Resistance +6% light Spell save +12 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Iron Mail of Bloodletting (2 def, 4 armour)14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Inventory
Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 280; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 280 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Elyldarawen the steel amulet =4c=0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Mag +7 Wil +4 Con defense ------ Crit Resistance 15.00% Healmod +15% Cut Resist +50% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 191 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+7 eff.) Spell save +15 (+5 eff.) Mind save -7 (-7 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Radiancestoker =4c=0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex +4 Cun +4 Con offense ------ Move Speed +10% Damage +18% acid defense ------ Fatigue -5% Resistance +3% light +7% physical Life Regen +2.00 other ------- Stamina/turn +0.70 Amulets make your neck look great! |
cleansing copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Cun defense ------ Resistance +10% nature +12% blight Poison Resist +21% Disease Resist +20% Amulets make your neck look great! |
copper amulet of mastery (0.11 Cunning / Survival)0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.11 Cunning/Survival Amulets make your neck look great! |
steel amulet of the eclipse0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane While equipped: offense ------ On-Hit 7 light 6 darkness Damage +7% light +7% darkness When Hit: * 5% chance to reduce damage dealt by 14% * 5% chance to blind Amulets make your neck look great! |
Crackleslice0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun offense ------ Damage +6% lightning defense ------ Defense +4 (+1 eff.) Resistance +5% arcane Spell save +9 (+3 eff.) Rings make your fingers look great! |
Vargh Redemption =6c=0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.67 cold and 11.42 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. |
copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
gladiator's copper ring =5c=0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +5 (+1 eff.) Rings make your fingers look great! |
gold onyx ring =7c=0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +6 Mag +3 Wil +3 Cun +7 Con offense ------ Spellpower/crit +4 Damage +15% acid +6% blight +15% lightning Ignore resists +20% blight +15% physical defense ------ Resistance +30% acid +30% lightning Spell save +17 (+6 eff.) other ------- Mana-on-crit +1.00 Max stamina +25.00 Rings make your fingers look great! |
gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+3 eff.) Ignore Armor +12 defense ------ Defense +9 (+3 eff.) Stun Resist +30% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 94% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
dwarven-steel dagger (115% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Normal] Weapon Damage 115% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Sharp, short and deadly. |
Aragamina (153% power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Nature Weapon Damage 154% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-Hit, radius 1 +4 acid While equipped: Stats +9 Str +9 Dex +10 Mag +10 Wil +13 Cun +9 Con defense ------ Defense +20 (+6 eff.) Resistance +6% mind +3% cold Blind Resist +10% Stun Resist +20% Teleport Resist +10% Massive two-handed mauls. |
steel greatmaul 'Floepython' (132% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Nature Weapon Damage 133% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +16 nature +20 cold On-Hit, radius 1 +20 cold While equipped: offense ------ Damage +12% cold When Hit 8 fire Massive two-handed mauls. |
balanced stralite greatsword (162% power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego] Master Weapon Damage 162% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +12 (+4 eff.) Disarm Resist +45% Massive two-handed swords. |
iron greatsword (110% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 110% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
ash longbow of enduring =9c=4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego+] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +9 Con +8 Wil defense ------ Life +42.00 Longbows are used to shoot arrows at your foes. |
dwarven-steel longsword 'Lightmistress' (125% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Random Unique] Arcane/Psionic Weapon Damage 125% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +5 temporal +8 light +10 darkness Damage Against +8% Undead +8% Living On-crit, radius 2 +4 light While equipped: offense ------ Spell Crit +3% Damage +6% light defense ------ Resistance +5% temporal Sharp, long, and deadly. |
hateful dwarven-steel longsword of enduring (126% power, 4 apr) =5c=3.0 Encumbrance T3 longsword 1H weapon [Ego+] Nature/Psionic Weapon Damage 127% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +5 darkness Damage Against +9% Living While equipped: Stats +5 Con +10 Wil defense ------ Life +48.00 Sharp, long, and deadly. |
Mardydas the steel mace (108% power, 3 apr) =5c=3.0 Encumbrance T2 mace 1H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 108% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +8 light Damage Against +5% Undead While equipped: Stats +3 Str +6 Wil +5 Con offense ------ Damage +6% physical Accuracy +8 (+3 eff.) defense ------ Defense +20 (+6 eff.) Resistance +3% nature Spell save +3 (+1 eff.) Life +14.00 Disease Resist +10% Blunt and deadly. |
arcing iron mace (103% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Arcane Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage Blunt and deadly. |
voratun mace 'Elenalarek' (156% power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Random Unique] Arcane Weapon Damage 157% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +27 cold On-Hit, radius 1 +14 fire On Critical: * Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 While equipped: Stats +3 Str +4 Wil +2 Cun defense ------ Resistance +5% arcane Crit Resistance 15.00% Blunt and deadly. |
Serpent's Glare (91% power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 92% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 266.58 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Scaldwing (111% power, 3 apr, acid element) =5c=5.0 Encumbrance T2 staff 2H weapon [Rare] Nature Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +2% Spellpower +10 (+3 eff.) Damage +15% acid +6% mind Ignore resists +10% fire On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +5% arcane +3% lightning Spell save +18 (+6 eff.) Life Regen +0.90 Healmod +16% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Blindstreaker the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +1 Wil +4 Con defense ------ Defense +25 (+8 eff.) Resistance +7% light +15% darkness Cut Resist +20% Disarm Resist +10% Knockbk Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A belt that goes around your waist. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +3 (+1 eff.) defense ------ Spell save +6 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Eilinomina the Prismweeper (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Ignore resists +5% light On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Defense +1 (+0 eff.) Mind save +5 (+4 eff.) other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Relgehad the Raintrail (0 def, 3 armour) =3c=2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Con offense ------ Damage +3% blight +15% mind Ignore resists +10% cold When Hit 4 mind defense ------ Armor +3 Resistance +6% blight +3% mind Physical save +12 (+6 eff.) Mind save +12 (+7 eff.) A pair of boots made of leather. |
pair of dwarven-steel boots of massiveness (0 def, 4 armour) =6c=3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +5 Str +6 Con offense ------ Damage +7% physical defense ------ Armor +4 Fatigue +3% other ------- Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of dwarven-steel boots of phasing (0 def, 4 armour) =2c=3.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +2 Wil +2 Cun +2 Con defense ------ Armor +4 Fatigue +3% Physical save +12 (+6 eff.) Mind save +16 (+9 eff.) Blink to a nearby random location (rad 8) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
corrosive hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 8 acid Damage +4% acid defense ------ Armor +2 Resistance +5% acid 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. |
steady rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +16 (+6 eff.) defense ------ Armor +1 Physical save +5 (+2 eff.) Mind save +5 (+4 eff.) Disarm Resist +21% 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. |
Airbraze (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Ignore resists +5% lightning +10% darkness defense ------ Armor +1 Fatigue +1% Resistance +3% lightning Physical save +12 (+6 eff.) A cap made of leather. |
Bilathahek (2 def, 4 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +2 Str +2 Dex +3 Wil +3 Cun offense ------ Mind Crit +6% Accuracy +20 (+7 eff.) defense ------ Armor +4 Defense +2 (+0 eff.) Resistance +12% acid +3% darkness Mind save +15 (+9 eff.) Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 54 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.3 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 2 tiles if one is available; beyond this, all affected targets have a 21% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Oozereeve the rough leather cap (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str +3 Dex offense ------ Damage +3% nature On-Hit (Melee): * 10% chance to slow global speed by 41% defense ------ Armor +3 Fatigue +1% Physical save +11 (+5 eff.) Disease Resist +10% A cap made of leather. |
Zanidrahir (0 def, 6 armour)3.0 Encumbrance T3 head armor [Rare] Disrupt While equipped: offense ------ Physical Power +5 (+1 eff.) Accuracy +10 (+4 eff.) defense ------ Armor +6 Fatigue +4% Resistance +6% acid +9% light +9% blight +8% nature +3% darkness Life Regen +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm of dexterity (+2) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +2 Dex defense ------ Armor +3 Fatigue +5% Resistance +5% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Skin of Many (12 def, 6 armour) =4c=9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+4 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
cleansing hardened leather armour of Toknor (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Disrupt/Master While equipped: offense ------ Physical Crit +5.0% Critical power +15.00% Physical Power +7 (+2 eff.) defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +14% nature +12% blight A suit of armour made of leather. |
Borfast's Cage (10 def, 20 armour)17.0 Encumbrance T3 massive armor [Unique] Master While equipped: Stats +5 Con defense ------ Armor +20 Defense +10 (+3 eff.) Fatigue +24% Resistance -15% acid +15% physical Crit Avoidance 20% Physical save +15 (+7 eff.) Life +50.00 Life Regen +2.00 Knockbk Resist +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Black Mesh (8 def, 2 armour, 150% power, 120 block)7.0 Encumbrance T3 shield armor [Unique] Nature When used to Attack: Weapon Damage 150% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +120 While equipped: Stats +5 Wil offense ------ On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it defense ------ Armor +2 Defense +8 (+2 eff.) Ranged Defense +8 (+2 eff.) Fatigue +6% Resistance +25% blight +25% darkness other ------- Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Glorokira the Cloudwar (0 def, 4 armour, 104% power, 44 block) =4c=7.0 Encumbrance T2 shield armor [Rare] Disrupt When used to Attack: Weapon Damage 105% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +44 While equipped: Stats +7 Cun +4 Con offense ------ Mindpower +15 (+7 eff.) On-Hit 7 acid 9 nature Damage +9% darkness +9% mind Ignore resists +10% lightning On-Hit (Melee): * 7 arcane resource burn When Hit: * 7 arcane resource burn defense ------ Armor +4 Fatigue +8% Resistance +9% acid +7% nature other ------- Talents +1 Block Handheld deflection devices. |
windwalling iron shield of shrapnel (0 def, 2 armour, 96% power, 21.5 block)7.0 Encumbrance T1 shield armor [Ego++] Master/Psionic When used to Attack: Weapon Damage 96% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +22 On-hit +11 physical While equipped: Stats +1 Wil offense ------ On shield block: * Cause enemies within radius 6 to bleed for 263 physical damage over 5 turns (1/turn) defense ------ Armor +2 Fatigue +8% Resistance +11% physical Windwall +12 Slow Projectiles +10% other ------- Talents +1 Block Handheld deflection devices. |
10 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
351 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+4 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+3 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Shineraven =2c=2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Dex +3 Wil +2 Con offense ------ Damage +3% light defense ------ Mind save +6 (+4 eff.) other ------- Light +3 Infravision +1 See Stealth +6 See Invisibility +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Xeremiwyn =3c=1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +7 Str +3 Con offense ------ Ignore Armor +3 defense ------ Resistance +9% nature Mind save +8 (+5 eff.) other ------- Light +4 See Stealth +7 See Invisibility +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
Zerylerand the Umbraglory2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: offense ------ Critical power +10.00% Mindpower +5 (+2 eff.) defense ------ Resistance +3% darkness +3% all Spell save +5 (+2 eff.) other ------- Max hate +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Rod of Recall (1/1)2.0 Encumbrance 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 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Zarally the Skeleton Sun Paladin level 21
1st Mirth 123rd year of Ascendancy at 12:20 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Zarally the Skeleton Sun Paladin level 21
2nd Summertide 123rd year of Ascendancy at 14:36 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Zarally the Skeleton Sun Paladin level 21
1st Summertide 123rd year of Ascendancy at 19:36 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Zarally the Skeleton Sun Paladin level 10
21st Dusk 122nd year of Ascendancy at 15:39 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Zarally the Skeleton Sun Paladin level 20
65th Pyre 123rd year of Ascendancy at 19:01 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Zarally the Skeleton Sun Paladin level 23
1st Flare 123rd year of Ascendancy at 17:11 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Zarally the Skeleton Sun Paladin level 9
2nd Flare 122nd year of Ascendancy at 22:31 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Zarally the Skeleton Sun Paladin level 9
10th Flare 122nd year of Ascendancy at 03:28 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Zarally the Skeleton Sun Paladin level 21
67th Pyre 123rd year of Ascendancy at 03:05 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Zarally the Skeleton Sun Paladin level 16
38th Pyre 123rd year of Ascendancy at 05:39 see stats
Log
Zarally fails to use Bone Armour.
The shield around Adowe the rattlesnake crumbles.
Adowe the rattlesnake burns with light!
Zarally's Judgement hits Adowe the rattlesnake for (19 flat reduction), (23 absorbed), 83 light (83 total damage).
Zarally receives 98 healing from Zarally's Judgement.
Xerulaith the netherworm mass activates his elven-wood vilestaff!
Xerulaith the netherworm mass's spell attains critical power!
Your shield crumbles under the damage!
The shield around Zarally crumbles.
Xerulaith the netherworm mass leeches life from Zarally!
Zarally HEALS from light damage!
Xerulaith the netherworm mass hits Zarally for (37 absorbed), 31 light, 67 healing (31 total damage) [67 healing].
Zarally receives 13 healing from Shield of Light.
Xerulaith the netherworm mass receives 42 healing from Zarally.
Xerulaith the netherworm mass recovers sight.
Adowe the rattlesnake throws two quick punches.
Adowe the rattlesnake performs a melee critical strike against Zarally!
Adowe the rattlesnake performs a melee critical strike against Zarally!
Adowe the rattlesnake uses Nightmare.
Zarally shrugs off Adowe the rattlesnake's 'Nightmare'!
Adowe the rattlesnake hits Zarally for 347 physical, 249 physical (596 total damage).
Shield of Light hits Zarally for 13 healing, 13 healing (0 total damage) [26 healing].
Melee retaliation hits Adowe the rattlesnake for (19 flat reduction), 4 light, (5 flat reduction), 0 light, (3 flat reduction), 0 darkness, (2 flat reduction), 0 light, (1 flat reduction), 0 nature, (19 flat reduction), 4 light, (5 flat reduction), 0 light, (3 flat reduction), 0 darkness, (2 flat reduction), 0 light, (1 flat reduction), 0 nature (9 total damage).
Xerulaith the netherworm mass casts Manathrust.
A shield forms around Adowe the rattlesnake.
Xerulaith the netherworm mass hits Zarally for 218 arcane damage.
Zarally receives 13 healing from Shield of Light.
Xerulaith the netherworm mass receives 25 healing from Zarally's healing light area effect.
Adowe the rattlesnake receives 23 healing from Zarally's healing light area effect.
Zarally the level 26 skeleton sun paladin was dweomered to death by Xerulaith the netherworm mass on level 3 of Lake of Nur.

























































































































