










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 |
| Level / Exp | 16 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 16 on the 27th Dusk 122nd year of Ascendancy at 12:51 / 1 |
Primary Stats
| Strength | 79 (base 43) |
| Dexterity | 31 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 36 (base 34) |
| Willpower | 14 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -259/473 |
| Positive | 65/95 |
| Stamina | 155/155 |
| Healing Factor | 1.1024166372473 |
| Regeneration | 3.5828540710537 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 29 |
| Crit Chance | 12% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +3% |
| Darkness | +5% |
| Light | +16% |
| Temporal | +5% |
| Blight | +11% |
| Physical | +15% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| Lightning | +20% |
Defense: Base
| Armour (hardiness) | 33.5 (80%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 29 |
| Physical Save | 44 |
| Spell Save | 28 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Cold | + 17%( 70%) |
| All | 0%( 70%) |
| Lightning | + 33%( 70%) |
| Light | + 47%( 70%) |
| Temporal | + 12%( 70%) |
| Mind | + 3%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| 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: 14 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 160 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.45 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.45 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 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 |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
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: * You've found the needed orc heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 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 | Isinn the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str +2 Cun +2 Con defense ------ Armor +1 Resistance +3% lightning +6% temporal +3% mind Physical save +12 (+4 eff.) Mind save +12 (+6 eff.) Blind Resist +20% A pair of boots made of leather. |
| Light source | Brandhunt the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +9% fire When Hit 4 fire defense ------ Resistance +6% acid +3% fire +6% lightning Life +44.00 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. |
| On head | Steel Helm of Garkul (0 def, 6 armour) =5con=3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | naturalist's iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 nature Damage +3% nature defense ------ Armor +1 Fatigue +1% Resistance +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | gladiator's copper ring of warding =5con=0.1 Encumbrance T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+2 eff.) defense ------ Resistance +13% acid +13% fire +13% lightning +11% cold Rings make your fingers look great! |
| On fingers | savior's copper ring of light (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +11% light defense ------ Resistance +22% light Physical save +7 (+2 eff.) Spell save +7 (+3 eff.) Mind save +7 (+3 eff.) Rings make your fingers look great! |
| Around neck | starseer's copper amulet of perfection (0.15 Celestial / Combat,0.15 Celestial / Light)0.1 Encumbrance T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag offense ------ Spell Crit +4% Spellpower +3 (+2 eff.) Damage +5% darkness +5% temporal +5% light +5% physical other ------- Masteries +0.15 Celestial/Light +0.15 Celestial/Combat Amulets make your neck look great! |
| In main hand | Starbright (10-14 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Psionic Weapon Damage 10.0 - 14.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +12 light On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Damage +6% blight Ignore resists +5% light other ------- Light +2 Infravision +2 See Invisibility +6 Sharp, long, and deadly. |
| Around waist | Sparknail the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Ignore resists +20% lightning defense ------ Resistance +5% lightning +6% temporal Physical save +6 (+2 eff.) Unlife -80.00 life A belt that goes around your waist. |
| In off hand | reinforced steel shield of resistance (0 def, 5 armour, 16-20 power, 66 block)7.0 Encumbrance T2 shield armor [Ego+] Nature/Master When used to Attack: Weapon Damage 16.5 - 19.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +66 While equipped: defense ------ Armor +5 Fatigue +8% Resistance +6% acid +8% fire +6% lightning +6% cold other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | resilient linen cloak (1 def, 0 armour) =battle=2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+1 eff.) Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Stokebiter (2 def, 10 armour)14.0 Encumbrance T1 heavy armor [Rare] Nature While equipped: offense ------ Damage +3% fire When Hit 2 light 6 physical defense ------ Armor +10 Defense +2 (+2 eff.) Fatigue +12% Life +21.00 A suit of armour made of mail. |
Inventory
movement infusion (speed 426%; cd 9)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 426% 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. |
movement infusion (speed 418%; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 418% 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. |
movement infusion (speed 430%; cd 18)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 430% 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. |
wild infusion (res 15%; magical; dur 4; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the wizard (damage 127; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 127.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 3; phase 16; cd 14)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 3 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 7; phase 23; cd 14)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 23%, your defense is increased by 23 and all your resistances by 23%. 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. |
manasurge rune (regen 600% over 10 turns; mana 30; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (0 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 70; dur 5; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 70 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! |
copper amulet0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! |
steel amulet 'Yvyvena'0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 Ignore resists +20% blight defense ------ Resistance +10% mind +7% physical Crit Resistance 5.00% Mind save +9 (+4 eff.) Confus Resist +22% other ------- Stamina/turn +0.20 Mana/turn +0.12 Max mana +28.00 Amulets make your neck look great! |
Gorehash the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% nature Ignore resists +15% nature When Hit 8 mind defense ------ Armor +4 Defense +5 (+4 eff.) Resistance +22% nature +5% arcane Stun Resist +20% Rings make your fingers look great! |
Lisebredawen the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ When Hit 4 arcane defense ------ Fatigue -5% Resistance +3% acid Mind save +3 (+1 eff.) Poison Resist +20% Disarm Resist +10% other ------- Encumbrance +20 Rings make your fingers look great! |
copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +6 (+3 eff.) Mindpower +5 (+5 eff.) Rings make your fingers look great! |
copper zircon ring0.1 Encumbrance T1 ring jewelry [Ego++] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +5 (+5 eff.) On-Hit 9 physical On-Ranged-Hit 6 physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 9 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 9 defense ------ Armor +1 Resistance +1% all other ------- Hate-on-crit +2.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Starglamour (16-23 power, 1 apr) =9con=5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Nature Weapon Damage 15.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-crit, radius 2 +8 mind While equipped: Stats +9 Wil +2 Cun +9 Con offense ------ Damage +18% light On-Hit (Melee): * 10% chance to reduce all saves and defense by 9 defense ------ Resistance +3% mind Life +14.00 Massive two-handed mauls. |
arcing iron greatmaul of daylight (20-29 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Arcane Weapon Damage 19.5 - 29.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +9 light Damage Against +9% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 49 damage Massive two-handed mauls. |
Ce'Nulle (36-58 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Random Unique] Arcane Weapon Damage 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +14 cold On-Hit, radius 1 +10 fire On-crit, radius 2 +8 acid On Hit: * 25% chance for lightning to strike from the target to a second target dealing 49 damage While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce armor by 26% defense ------ Resistance +5% arcane Massive two-handed swords. |
iron greatsword (16-26 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 16.5 - 26.4 Physical Uses 120% Str 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. |
elm longbow4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Normal] Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 Longbows are used to shoot arrows at your foes. |
elemental steel longsword of crippling (13-18 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego++] Arcane/Master Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * Create an explosion dealing 49 acid damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% Damage +7% acid Ignore resists +11% acid Sharp, long, and deadly. |
arcing iron mace (12-18 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Str 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 49 damage Blunt and deadly. |
elemental iron mace of massacre (19-27 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego+] Arcane/Master Weapon Damage 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On Hit: * Create an explosion dealing 49 cold damage (1/turn) While equipped: offense ------ Damage +6% cold Ignore resists +7% cold Blunt and deadly. |
iron mace (12-16 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Normal] Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% Blunt and deadly. |
gifted mossy mindstar of balance (2-2 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +5 (+5 eff.) defense ------ Physical save +2 (+0 eff.) Spell save +3 (+1 eff.) Mind save +3 (+1 eff.) other ------- EQ when Hit +0.60 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. |
nature's mossy mindstar of resolve (2-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Mind Crit +1% Mindpower +2 (+2 eff.) Damage +3% nature defense ------ Resistance +2% blight Spell save +3 (+1 eff.) Disease Resist +10% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
fungal cured leather sling4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +3 Con other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 60 life over 5 turns Puts all charms on 20 turn cooldown Slings are used to hurl stones or metal shots at your foes. |
cruel elm magestaff of illumination (10-12 power, 2 apr, cold element)5.0 Encumbrance T1 staff 2H weapon [Ego] Nature/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+2 eff.) Damage +10% cold defense ------ Defense +5 (+4 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 63.63 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
iron waraxe of persecution (12-17 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Disrupt Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Damage Against +7% Unnatural While equipped: Stats +2 Wil One-handed war axes. |
blurring rough leather belt of the mystic1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +3 (+2 eff.) defense ------ Defense +9 (+6 eff.) Mind save +5 (+2 eff.) Stealth +5 A belt that goes around your waist. |
rough leather belt1.0 Encumbrance T1 belt armor [Normal] A belt that goes around your waist. |
Cloak of Deception =town=1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+3 eff.) Mindpower +5 (+5 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
spellwoven linen robe of light (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +3 (+2 eff.) Damage +11% light defense ------ Resistance +16% light +7% all Spell save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven linen robe of fire (+5%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +5 Wil offense ------ Damage +6% lightning +11% fire +5% cold +6% physical defense ------ Resistance +5% lightning +16% fire +5% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Daimeregosus the Floehunger (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Wil offense ------ Mind Crit +2% When Hit 2 mind 4 cold defense ------ Armor +3 Fatigue -3% Physical save +6 (+2 eff.) other ------- Encumbrance +22 Hate-on-crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Elenathel (0 def, 4 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Cun +3 Dex defense ------ Armor +4 Physical save +6 (+2 eff.) other ------- Infravision +2 A pair of boots made of leather. |
Hazemortal the pair of iron boots (5 def, 3 armour) =3con=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Dex +3 Con offense ------ Damage +12% cold Accuracy +5 (+2 eff.) defense ------ Armor +3 Defense +5 (+4 eff.) Fatigue +2% Resistance +7% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of iron boots of speed (0 def, 4 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +4 Fatigue +2% other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of rushing (0 def, 1 armour) =2con=2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +2 Str +2 Con defense ------ Armor +1 Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +12.00 A pair of boots made of leather. |
hardened leather gloves of the nighthunter (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Psionic While equipped: Stats +2 Cun offense ------ Accuracy +6 (+3 eff.) defense ------ Armor +2 Resistance +7% darkness other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ When Hit: * 17 arcane resource burn defense ------ Armor +2 Spell save +12 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Adileba (0 def, 7 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +7 Fatigue +5% Resistance +15% light Physical save +11 (+3 eff.) Mind save +3 (+1 eff.) Life +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ichorpunish (1 def, 4 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Con +3 Wil offense ------ Physical Crit +1.0% Critical power +5.00% Ignore resists +5% nature Accuracy +10 (+5 eff.) defense ------ Armor +4 Defense +1 (+1 eff.) Physical save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Mayybeth (0 def, 3 armour) =1con=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Con defense ------ Armor +3 Fatigue +5% Resistance +9% cold +9% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Winterrigor (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Mind Crit +1% Damage +3% cold +11% arcane +12% mind On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 defense ------ Defense +1 (+1 eff.) other ------- EQ when Hit +0.08 Max mana +18.00 Max psi +10.00 A pointy cloth hat, very wizardly... |
insulating linen wizard hat of corrosion (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% acid defense ------ Defense +1 (+1 eff.) Resistance +16% acid +5% cold +6% fire A pointy cloth hat, very wizardly... |
iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
miner's iron helm (0 def, 5 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +5 Fatigue +5% other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Heatvice' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Critical power +5.00% Ignore resists +5% fire defense ------ Armor +1 Fatigue +1% Resistance +11% light +10% darkness other ------- Stamina/turn +3.00 A cap made of leather. |
hardened steel mail armour (2 def, 12 armour)14.0 Encumbrance T2 heavy armor [Ego+] Master While equipped: defense ------ Armor +12 Defense +2 (+2 eff.) Fatigue +12% Resistance +5% acid +7% physical +5% cold +6% lightning +6% fire A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour 'Zuboyanor' (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: Stats +1 Con offense ------ Ignore resists +10% physical Ignore Armor +1 When Hit 2 blight 2 temporal defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +18% lightning +6% blight A suit of armour made of mail. |
cleansing cured leather armour of fire resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +4 Defense +6 (+4 eff.) Fatigue +7% Resistance +11% blight +15% fire +12% nature A suit of armour made of leather. |
cured leather armour of spell shielding (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Arcane While equipped: defense ------ Armor +4 Defense +6 (+4 eff.) Fatigue +7% Resistance +6% arcane Spell save +13 (+6 eff.) A suit of armour made of leather. |
Blizzardnull the steel shield (0 def, 4 armour, 16-19 power, 38.5 block)7.0 Encumbrance T2 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 16.0 - 19.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +38 On-hit +4 nature On-Hit, radius 1 +8 nature +10 fire On-crit, radius 2 +4 cold While equipped: Stats +4 Str +3 Dex offense ------ On-Hit 5 fire Ignore resists +10% cold Accuracy +10 (+5 eff.) On shield block: * Cause enemies within radius 6 to bleed for 228 physical damage over 5 turns (1/turn) When Hit 3 fire defense ------ Armor +4 Fatigue +8% Resistance +3% cold other ------- Talents +1 Block Handheld deflection devices. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+5 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
acidic steel shield of lightning resistance (+17%) (0 def, 4 armour, 16-19 power, 41.5 block)7.0 Encumbrance T2 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 16.0 - 19.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +42 On Hit: * 12% chance to reduce armor by 26% While equipped: offense ------ On-Hit 6 acid When Hit 2 acid defense ------ Armor +4 Fatigue +8% Resistance +17% lightning other ------- Talents +1 Block Handheld deflection devices. |
iron shield (0 def, 2 armour, 9-11 power, 19 block)7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 9.0 - 10.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +19 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
reinforced iron shield (0 def, 4 armour, 10-11 power, 49 block)7.0 Encumbrance T1 shield armor [Ego] Master When used to Attack: Weapon Damage 9.5 - 11.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +49 While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
quiver of elm arrows (23/23, 14-20 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Normal] Weapon Damage 14.5 - 20.3 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 23 Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows of erosion (11/11, 16-22 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego] Nature Weapon Damage 15.5 - 21.7 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 11 On-ranged-hit +9 nature Arrows are used with bows to pierce your foes to death. |
self-loading quiver of elm arrows (13/13, 16-22 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego] Arcane Weapon Damage 16.0 - 22.4 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 13 Auto Reload 3 Arrows are used with bows to pierce your foes to death. |
8 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. |
354 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. |
Aeryth the Hailstake (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +5 Wil offense ------ Spellpower +10 (+5 eff.) Damage +6% nature +9% cold Ignore resists +10% arcane defense ------ Resistance +6% cold +11% nature +5% arcane While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Elirille the Shimmersin (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex +1 Con offense ------ Ignore resists +10% lightning Ignore Armor +6 defense ------ Crit Resistance 15.00% Disarm Resist +20% Confus Resist +10% While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+0 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. |
Ravenhunger the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 8% defense ------ Resistance +6% fire +9% nature +3% cold Physical save +6 (+2 eff.) Healmod +12% 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. |
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. |
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. |
brass lantern 'Ivolebeth'2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: offense ------ Critical power +10.00% Damage +3% mind defense ------ Resistance +3% all Spell save +6 (+3 eff.) Mind save +3 (+1 eff.) other ------- Max psi +10.00 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. |
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. |
blazing pouch of steel shots of wind (10/16, 20-23 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Nature Weapon Damage 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 16 Projectile Speed +200% On-ranged-hit +14 fire On-crit, radius 2 +6 fire On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 163 physical damage Shots are used with slings to pummel your foes to death. |
Malybar the iron torque of mindblast [power 110] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +2 Dex offense ------ Mind Crit +1% Ignore resists +10% mind other ------- EQ when Hit +0.08 Infravision +3 Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
innervating elm totem of healing [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to reduce fatigue by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
innervating elm totem of summon tentacle [power 100] (25 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 217 Base Damage: 111 Armor: 0 All Resist: 3 Puts all charms on 25 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Zarallys the Skeleton Sun Paladin level 10
1st Summertide 122nd year of Ascendancy at 00:11 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Zarallys the Skeleton Sun Paladin level 12
12nd Dusk 122nd year of Ascendancy at 09:07 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Zarallys the Skeleton Sun Paladin level 13
19th Dusk 122nd year of Ascendancy at 13:51 see stats
Log
The shield around Zarallys crumbles.
Weakness Disease from Elven cultist hits Zarallys for (72 absorbed), 31 blight (31 total damage).
Elven cultist hits Zarallys for (88 absorbed), 0 lightning (0 total damage).
LIFE LOST WARNING!
Zarallys casts Healing Light.
Zarallys receives 140 healing.
Elven cultist casts Soul Rot.
Zarallys is afflicted by a decrepitude disease!
Elven cultist's Soul Rot hits Zarallys for 284 blight damage.
Weakness Disease from Elven cultist hits Zarallys for 102 blight damage.
Decrepitude Disease from Elven cultist hits Zarallys for 52 blight damage.
LIFE LOST WARNING!
Zarallys casts Rune: Shatter Afflictions.
Zarallys is free from the weakness disease.
A shield forms around Zarallys.
Zarallys casts Rune: Blink.
Zarallys activates Chant of Fortitude.
Zarallys deactivates Chant of Fortress.
Zarallys activates Chant of Resistance.
Zarallys is free from the decrepitude disease.
Zarallys is cured!
Zarallys deactivates Chant of Fortitude.
Zarallys casts Bathe in Light.
Elven cultist casts Drain.
Your shield crumbles under the damage!
The shield around Zarallys crumbles.
Elven cultist hits Zarallys for (50 absorbed), 119 blight (119 total damage).
Zarallys the level 16 skeleton sun paladin was poxed to death by an elven cultist on level 2 of Rhaloren Camp.
































































































