









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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Anorithil |
| Level / Exp | 23 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by Xeroda the Guard at level 23 on the 3rd Haze 122nd year of Ascendancy at 11:43 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 50 (base 45) |
| Magic | 68 (base 53) |
| Willpower | 34 (base 10) |
| Cunning | 47 (base 13) |
Resources
| Life | -91/783 |
| Positive | 50/116 |
| Negative | 57/116 |
| Vim | 188/188 |
| Healing Factor | 1.3786847857242 |
| Regeneration | 5.8594103393278 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 11 |
| Crit Chance | 21% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Blight | +3% |
| Cold | +3% |
| All | 0% |
| Lightning | +3% |
| Light | +28% |
| Temporal | +8% |
| Mind | +18% |
| Darkness | +8% |
| Fire | +41% |
| Nature | +15% |
Offense: Damage Penetration
| Blight | +20% |
| Darkness | +20% |
| Temporal | +15% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 25 (65.65183292883%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 46 |
| Mental Save | 43 |
Defense: Resistances
| Cold | + 24%( 70%) |
| All | + 17%( 70%) |
| Lightning | + 22%( 70%) |
| Light | + 67%( 70%) |
| Temporal | + 28%( 70%) |
| Darkness | + 37%( 70%) |
| Mind | + 19%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 52%( 70%) |
Defense: Immunities
| Silence Resistance | 26% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 27% |
| Stun Resistance | 40% |
| Pinning Resistance | 20% |
| Poison Resistance | 20% |
| Blind Resistance | 29% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 110.68 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 Cunning 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 99 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous 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. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sunlight | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Improves/gives invisibility (power 12), reducing damage dealt by 40%. Invisibility |
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 failed to protect the injured seer from death by Cyrulessra the hummerhorn. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Isuta the giant yellow ant. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You failed to protect the lost warrior from death by Xanebrethra the stone troll. Escort: lost warrior (level 2 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsUngrol 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 vial of elder vampire blood. * You've found the needed ice ant stinger. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
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 within7 lumberjacks have died. | done |
Equipment
| On feet | undeterred pair of dwarven-steel boots of disengagement (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Dex defense ------ Armor +4 Fatigue +3% Silence Resist +26% Confus Resist +27% Stun Resist +30% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 1.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 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 100% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Gygen1.0 Encumbrance T3 lite [Rare] Psionic While equipped: defense ------ Defense +8 (+4 eff.) Resistance +9% cold Physical save +12 (+4 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) Life +80.00 Healmod +10% Poison Resist +20% Pinning Resist +20% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | linen wizard hat of light (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: offense ------ Damage +11% light defense ------ Defense +1 (+0 eff.) Resistance +16% light A pointy cloth hat, very wizardly... |
| Tool | iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Lorogoneg0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +4 Cun +2 Wil offense ------ Mind Crit +1% Damage +11% light Ignore resists +5% temporal defense ------ Resistance +22% light +6% temporal Mind save +9 (+3 eff.) Rings make your fingers look great! |
| On fingers | Vilewild0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +3% cold +11% fire Ignore resists +10% nature On-Hit (Melee): * 20% chance to reduce armor by 34% defense ------ Resistance +12% nature +22% fire Rings make your fingers look great! |
| Around waist | Sootreaper the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +4 Wil +3 Cun offense ------ Damage +6% light Ignore resists +10% darkness When Hit 10 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Resistance +6% light +3% mind Physical save +10 (+4 eff.) Spell save +13 (+4 eff.) Mind save +12 (+4 eff.) A belt that goes around your waist. |
| In main hand | Betossra the dragonbone vilestaff (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +10 Mag +11 Wil +19 Cun offense ------ Spell Crit +18% Critical power +17.00% Spellpower +15 (+5 eff.) Spellpower/crit +8 Damage +3% blight +30% fire Ignore resists +20% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 defense ------ Physical save +9 (+3 eff.) Spell save +9 (+3 eff.) Mind save +8 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | Blastqueller the linen cloak (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% lightning defense ------ Armor +6 Defense +1 (+0 eff.) Unlife -60.00 life Life +73.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Elilaith0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +3% mind defense ------ Resistance +6% lightning +16% light +16% darkness Crit Resistance 5.00% Life +100.00 Life Regen +4.00 Blind Resist +29% Stun Resist +10% Amulets make your neck look great! |
Inventory
regeneration infusion of the sneak (heal 220; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 220 life over 5 turns. Its effects scale with your Cunning stat. 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 psychic (damage 79; dur 4; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 78.52 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Urthemadir0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Critical power +5.00% defense ------ Resistance +3% lightning +9% darkness +11% fire +6% nature +11% cold Spell save +3 (+1 eff.) Mind save +9 (+3 eff.) Amulets make your neck look great! |
copper amulet 'Cyranor'0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag offense ------ Spell Crit +4% Spellpower +3 (+1 eff.) Damage +5% acid +4% fire +5% cold +5% lightning Ignore resists +5% blight When Hit 8 physical defense ------ Armor +2 Resistance +9% blight other ------- Stamina/turn +2.00 Amulets make your neck look great! |
copper amulet 'Hailraider'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +5% cold defense ------ Defense +5 (+2 eff.) Resistance +6% physical Life +40.00 Teleport Resist +10% other ------- Stamina/turn +0.20 Amulets make your neck look great! |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
clarifying gold amulet of strength (+3)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +14% mind Confus Resist +20% Amulets make your neck look great! |
gold amulet0.1 Encumbrance T3 amulet jewelry [Normal] Amulets make your neck look great! |
gold amulet of magic (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Arcane While equipped: Stats +4 Mag Amulets make your neck look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
warrior's copper ring of the mountain (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +10% physical defense ------ Armor +6 Resistance +10% physical Rings make your fingers look great! |
Aramira the Shiverobsidian0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con offense ------ Damage +6% acid Ignore resists +20% acid When Hit 10 cold defense ------ Resistance +12% cold Physical save +8 (+3 eff.) other ------- Max psi +20.00 Rings make your fingers look great! |
marksman's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+6 eff.) defense ------ Life +20.00 Disarm Resist +22% Pinning Resist +23% Knockbk Resist +22% Rings make your fingers look great! |
gold ring 'Ulorand'0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +3 Str +4 Wil offense ------ Damage +9% physical defense ------ Resistance +6% temporal Mind save +8 (+2 eff.) Confus Resist +10% Pinning Resist +20% other ------- Stamina/turn +3.00 Rings make your fingers look great! |
elm vilestaff 'Duathellady' (10-12 power, 2 apr, blight element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature 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: Stats +4 Wil offense ------ Spell Crit +1% Critical power +20.00% Spellpower +3 (+1 eff.) Damage +10% blight +12% darkness Ignore resists +15% mind defense ------ Defense +6 (+3 eff.) other ------- EQ when Hit +0.08 Max psi +20.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 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 7 that illuminates the area and deals 76.51 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. |
truestriking stralite battleaxe of crippling (43-64 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon Reqs Str 35 [Ego++] Master Weapon Damage 43.0 - 64.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Ignore resists +13% physical Accuracy +19 (+13 eff.) Ignore Armor +9 Massive two-handed battleaxes. |
Radiancesage (31-46 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Rare] Master Weapon Damage 31.0 - 46.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +8 light While equipped: Stats +6 Str offense ------ Damage +12% lightning +10% physical Ignore resists +10% light Accuracy +16 (+12 eff.) defense ------ Resistance +3% physical Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +3 Massive two-handed mauls. |
steel greatsword of erosion (25-40 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Nature Weapon Damage 25.0 - 40.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 nature Massive two-handed swords. |
slime-covered dwarven-steel greatsword (36-58 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Disrupt Weapon Damage 36.5 - 58.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 12% chance to slow global speed by 50% Massive two-handed swords. |
dwarven-steel longsword of amnesia (21-29 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego+] Psionic Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, long, and deadly. |
Morrigor (50-70 power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 50.0 - 70.0 Physical Uses 60% Mag, 60% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 20.40 arcane and 22.03 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+8 eff.) other ------- Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
dwarven-steel waraxe 'Voralraba' (17-24 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Random Unique] Arcane/Master Weapon Damage 17.0 - 23.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +9 blight On-Hit, radius 1 +7 fire On Hit: * 12% chance to reduce strength, dexterity, and constitution by 24 While equipped: offense ------ Mind Crit +1% Critical power +15.00% Ignore resists +9% all Accuracy +9 (+8 eff.) Ignore Armor +8 When Hit 4 mind One-handed war axes. |
Heat's kiss (12-15 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 11.5 - 15.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +20 acid +4 fire While equipped: Stats +3 Con offense ------ Physical Power +7 (+7 eff.) Damage +12% lightning +6% fire Ignore resists +8% physical When Hit 8 fire defense ------ Disarm Resist +12% Sharp, short and deadly. |
steel dagger of shearing (13-17 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Master Weapon Damage 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +5% all Accuracy +10 (+9 eff.) Ignore Armor +6 Sharp, short and deadly. |
Emeluwe (16-21 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Random Unique] Arcane/Master Weapon Damage 16.5 - 21.4 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-crit, radius 2 +16 temporal On Critical: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 While equipped: Stats +3 Str offense ------ Physical Crit +7.0% Critical power +15.00% Damage +5% physical Accuracy +5 (+5 eff.) Ignore Armor +7 When Hit 2 temporal defense ------ Resistance +6% temporal Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Sharp, short and deadly. |
flaming dwarven-steel dagger of the mystic (17-22 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Weapon Damage 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-Hit, radius 1 +8 fire While equipped: Stats +6 Mag +5 Wil offense ------ Spellpower +8 (+3 eff.) Sharp, short and deadly. |
truestriking dwarven-steel dagger of shearing (18-23 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego++] Master Weapon Damage 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical +7% all Accuracy +20 (+14 eff.) Ignore Armor +15 Sharp, short and deadly. |
warbringer's dwarven-steel dagger of amnesia (18-23 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego++] Master/Psionic Weapon Damage 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +2 Con offense ------ Physical Power +7 (+7 eff.) Ignore resists +5% physical defense ------ Disarm Resist +19% Sharp, short and deadly. |
balanced iron steamsaw (10-16 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Weapon Damage 10.5 - 15.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +10 Uses 1.0 Steam While equipped: offense ------ Accuracy +6 (+6 eff.) defense ------ Armor +2 Defense +8 (+4 eff.) Fatigue +4% Disarm Resist +22% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
truestriking dwarven-steel steamsaw of shrapnel (22-32 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego++] Master/Steamtech Weapon Damage 21.5 - 32.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +44 Uses 1.0 Steam While equipped: offense ------ Ignore resists +8% physical Accuracy +10 (+9 eff.) Ignore Armor +7 On shield block: * Cause enemies within radius 6 to bleed for 16 physical damage over 5 turns (1/turn) defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
enhanced elm longbow of dexterity (+6)4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Ego+] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 While equipped: Stats +6 Str +10 Dex +5 Mag +6 Wil +6 Cun +6 Con offense ------ Ignore resists +9% physical Longbows are used to shoot arrows at your foes. |
psychokinetic pouch of iron shots of daylight (17/17, 12-14 power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego+] Arcane/Psionic Weapon Damage 12.0 - 14.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 17 On-ranged-hit +6 light +7 physical Damage Against +6% Undead On Hit: * 20% chance to knock the target back 3 spaces and deal 145 physical damage Shots are used with slings to pummel your foes to death. |
Blazewind (40/40, 28-33 power, 4 apr)3.0 Encumbrance T2 shot ammo [Rare] Arcane Weapon Damage 27.5 - 33.0 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +4.5% Capacity 40 Auto Reload 4 On-ranged-hit +8 acid +16 light On-Hit, radius 1 +16 light +20 fire On Hit: * 20% chance to reduce armor by 34% Shots are used with slings to pummel your foes to death. |
self-loading pouch of steel shots of daylight (16/16, 18-22 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 16 Auto Reload 4 On-ranged-hit +7 light Damage Against +13% Undead Shots are used with slings to pummel your foes to death. |
shocking iron shield of resistance (0 def, 2 armour, 22 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 8 lightning When Hit 2 lightning defense ------ Armor +2 Fatigue +8% Resistance +5% acid +7% fire +6% lightning +6% cold other ------- Talents +1 Block Handheld deflection devices. |
steel shield of the stars (0 def, 4 armour, 41 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Cun +3 Mag offense ------ Damage +12% light +11% darkness defense ------ Armor +4 Fatigue +8% Resistance +11% light +12% darkness other ------- Talents +1 Block Handheld deflection devices. |
windwalling dwarven-steel shield of lightning resistance (+21%) (0 def, 6 armour, 71 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego+] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil defense ------ Armor +6 Fatigue +8% Resistance +21% lightning +12% physical Windwall +33 Slow Projectiles +18% other ------- Talents +1 Block Handheld deflection devices. |
Chorak (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +15% lightning +7% all Blind Resist +10% Confus Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering woollen robe of darkness (+24%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Damage +10% arcane +16% darkness defense ------ Resistance +24% darkness +9% all other ------- Max mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of nature (+21%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con offense ------ Damage +19% nature defense ------ Resistance +21% nature +9% all Poison Resist +20% Disease Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Korodoneg' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: offense ------ Damage +14% nature defense ------ Resistance +9% lightning +9% darkness +9% light +21% nature +9% all Life +60.00 other ------- Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Nature/Psionic While equipped: defense ------ Resistance +5% blight +11% darkness +13% mind +11% all Physical save +12 (+4 eff.) Spell save +10 (+3 eff.) Mind save +21 (+7 eff.) Life +62.00 Life Regen +2.30 Healmod +13% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour of Toknor (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Ego+] Master While equipped: offense ------ Physical Crit +3.0% Critical power +12.00% Physical Power +7 (+7 eff.) defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% A suit of armour made of leather. |
hardened leather armour of Eyal (9 def, 6 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Ego+] Nature While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Life +44.00 Life Regen +3.00 Healmod +13% A suit of armour made of leather. |
rejuvenating hardened leather armour of cold resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +18% cold Life Regen +2.80 other ------- Stamina/turn +0.80 A suit of armour made of leather. |
Zerilen (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Random Unique] Disrupt/Master/Psionic While equipped: offense ------ Ignore resists +20% mind When Hit 2 mind defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +19% acid +12% nature +15% mind +12% blight Mind save +12 (+4 eff.) A suit of armour made of mail. |
enlightening steel mail armour of command (9 def, 10 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego++] Psionic While equipped: Stats +5 Cun +4 Wil defense ------ Armor +10 Defense +9 (+4 eff.) Fatigue +12% Mind save +25 (+8 eff.) A suit of armour made of mail. |
impenetrable stralite mail armour of lightning resistance (4 def, 17 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego] Master While equipped: defense ------ Armor +17 Defense +4 (+2 eff.) Fatigue +12% Resistance +19% lightning A suit of armour made of mail. |
radiant stralite mail armour of acid resistance (4 def, 8 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Nature/Master While equipped: Stats +4 Wil defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +13% blight +17% darkness +18% acid other ------- Light +1 A suit of armour made of mail. |
Cobrastun the steel plate armour (0 def, 17 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Rare] Master While equipped: offense ------ Ignore resists +10% fire On-Hit (Melee): * 20% chance to slow global speed by 50% defense ------ Armor +17 Fatigue +22% Resistance +15% light +6% darkness Spell save +12 (+4 eff.) A suit of armour made of metal plates. |
Islovena the Voidserpent (0 def, 19 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Rare] Master While equipped: Stats +2 Dex offense ------ Mindpower +20 (+8 eff.) Damage +6% darkness defense ------ Armor +19 Fatigue +22% other ------- EQ when Hit +0.08 Hate-on-crit +5.00 A suit of armour made of metal plates. |
Silavena the Deepscutter1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% darkness Ignore resists +5% darkness defense ------ Resistance +6% lightning +6% temporal +6% nature +3% blight A belt that goes around your waist. |
Arcnoon the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +6% lightning +9% fire Ignore resists +25% lightning +15% cold defense ------ Resistance +14% lightning +7% temporal A belt that goes around your waist. |
noble's hardened leather belt of unlife1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Cun +5 Wil offense ------ Against +17% Summoned defense ------ Resistance +8% blight Resist Against +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Woeoracle1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +2 Wil +7 Mag offense ------ Physical Crit +5.0% Critical power +11.00% Physical Power +5 (+5 eff.) Ignore resists +10% mind defense ------ Fatigue -6% Resistance +6% darkness other ------- Encumbrance +39 Mana/turn +0.28 Max mana +35.00 Max hate +4.00 Max psi +40.00 A belt that goes around your waist. |
Arena the Thunderoozer (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: defense ------ Defense +1 (+0 eff.) Resistance +9% lightning +3% temporal +9% nature Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Life +40.00 Teleport Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Mucusmarrow' (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +5 Str offense ------ On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 24 defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +12% cold +6% nature +1% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glorunn (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +5 Dex +7 Cun +2 Con offense ------ Ignore resists +15% mind defense ------ Defense +2 (+1 eff.) Resistance +9% mind other ------- Infravision +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Neremille the Glarerace (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ When Hit 2 light 8 blight defense ------ Armor +1 Resistance +3% blight +3% light Silence Resist +21% Confus Resist +20% Stun Resist +21% other ------- Light +3 A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
stealthy pair of hardened leather boots of rushing (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +3 Str +4 Dex +2 Con +9 Lck defense ------ Armor +3 Stealth +8 Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 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. |
traveler's pair of hardened leather boots of evasion (2 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: defense ------ Armor +3 Defense +2 (+1 eff.) Fatigue -6% Physical save +7 (+3 eff.) other ------- Encumbrance +25 Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
undeterred pair of iron boots of disengagement (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Dex defense ------ Armor +3 Fatigue +2% Silence Resist +21% Confus Resist +23% Stun Resist +22% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 1.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 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 100% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Willowswift the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +9% cold +18% light +6% nature Ignore resists +15% nature Accuracy +12 (+10 eff.) defense ------ Armor +1 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. |
dwarven-steel gauntlets of war-making (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: offense ------ Physical Crit +7.0% Spell Crit +10% Mind Crit +7% Critical power +8.00% defense ------ Armor +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Psionic While equipped: offense ------ Accuracy +7 (+7 eff.) defense ------ Armor +2 Fatigue +3% Physical save +6 (+2 eff.) Mind save +7 (+2 eff.) Disarm Resist +25% 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. |
Rootknight the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +8 Ignore Shields +20% When Hit 2 nature defense ------ Defense +1 (+0 eff.) Resistance +6% nature other ------- Infravision +4 See Stealth +7 See Invisibility +7 Circle of Warding: (Instant) Puts all charms on 40 turn cooldown Effective talent level: 3.9 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle slows incoming projectiles by 48% and attempts to push all creatures other than yourself out of its radius, inflicting 7.35 light damage and 6.20 darkness damage per turn as it does so. The circle lasts 7 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
stabilizing linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Wil defense ------ Defense +1 (+0 eff.) Physical save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Corruptionnight the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +15% lightning +6% nature +12% acid When Hit 10 light defense ------ Defense +2 (+1 eff.) Resistance +22% lightning +6% nature A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Icerage' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +8 Str +4 Cun +2 Con offense ------ Damage +3% cold defense ------ Defense +2 (+1 eff.) Crit Resistance 5.00% Mind save +8 (+2 eff.) A pointy cloth hat, very wizardly... |
Sparksquall (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str +3 Mag offense ------ Damage +12% nature +12% lightning Ignore resists +5% lightning defense ------ Defense +1 (+0 eff.) Resistance +18% nature +9% lightning A pointy cloth hat, very wizardly... |
Beleba the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% blight +15% fire +6% nature Crit Resistance 10.00% Life Regen +4.00 Blind Resist +20% Disease Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
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. |
8 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. |
5 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. |
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. |
2 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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 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. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
119 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. |
Blazespar the iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature +3% lightning Ignore resists +5% acid defense ------ Resistance +11% nature +9% lightning While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
dwarven-steel pickaxe of wreckage (dig speed 22 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +4 Str offense ------ Ignore Armor +7 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 4.0 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 +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 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. |
Turogrim the iron torque of mindblast [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Dex offense ------ Accuracy +5 (+5 eff.) defense ------ Defense +5 (+2 eff.) Resistance +2% physical Blast the opponent's mind dealing 74 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Bethulle [power 155] (25 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: Stats +1 Dex offense ------ Physical Crit +3.0% Ignore resists +15% temporal defense ------ Defense +15 (+7 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 350 Base Damage: 158 Armor: 2 All Resist: 10 Puts all charms on 25 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 12% for 2 turns. 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
focusing yew wand of shielding [power 260] (20 cooldown)2.0 Encumbrance T3 wand charm [Ego+] Arcane Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Mara the Shalore Anorithil level 18
38th Dusk 122nd year of Ascendancy at 07:46 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Mara the Shalore Anorithil level 23
3rd Haze 122nd year of Ascendancy at 06:59 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mara the Shalore Anorithil level 10
5th Flare 122nd year of Ascendancy at 15:43 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Mara the Shalore Anorithil level 20
47th Dusk 122nd year of Ascendancy at 18:01 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Mara the Shalore Anorithil level 4
77th Pyre 122nd year of Ascendancy at 15:06 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Mara the Shalore Anorithil level 15
10th Dusk 122nd year of Ascendancy at 21:46 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Mara the Shalore Anorithil level 8
3rd Mirth 122nd year of Ascendancy at 23:24 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Mara the Shalore Anorithil level 13
2nd Dusk 122nd year of Ascendancy at 11:20 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mara the Shalore Anorithil level 16
12nd Dusk 122nd year of Ascendancy at 19:54 see stats
Log
Mara casts Rune: Shatter Afflictions.
Mara stops bleeding.
A shield forms around Mara.
Mara casts Healing Light.
Mara receives 149 healing.
Deep Wound from Xeroda the Guard hits Mara for (22 absorbed), 0 physical (0 total damage).
Your shield crumbles under the damage!
The shield around Mara crumbles.
Mara is pinned to the ground.
Mara starts to bleed.
Xeroda the Guard's Kneecapper hits Mara for (77 absorbed), 64 physical (64 total damage).
Talent Circle of Warding is ready to use.
Talent Circle of Sanctity is ready to use.
Talent Circle of Shifting Shadows is ready to use.
Deep Wound from Xeroda the Guard hits Mara for 22 physical damage.
Bleeding from Xeroda the Guard hits Mara for 35 physical damage.
Xeroda the Guard activates a prepared device.
Mara casts Sunburst.
Mara's spell attains critical power!
Mara is surging arcane power.
Mara hits Xeroda the Guard for 421 light damage.
Talent Celestial Surge is ready to use.
Deep Wound from Xeroda the Guard hits Mara for 22 physical damage.
Bleeding from Xeroda the Guard hits Mara for 35 physical damage.
Xeroda the Guard shoots!
Xeroda the Guard's Shoot hits Mara for 70 physical damage.
Mara the level 23 shalore anorithil was mutilated to death by Xeroda the Guard on level 3 of Old Forest.
Mara vanishes from sight.


























































































































