











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. 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:
Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 | Dwarf |
| Class | Sun Paladin |
| Level / Exp | 22 / 21% |
| Size | medium |
| Lifes / Deaths | Killed by Bethuriakira the copperhead snake at level 12 on the 6th Profit 122nd year of Ascendancy at 04:33 / 2Killed by Lisothra the thief at level 22 on the 7th Dearth 122nd year of Ascendancy at 09:06 |
Primary Stats
| Strength | 57 (base 50) |
| Dexterity | 15 (base 10) |
| Constitution | 20 (base 10) |
| Magic | 50 (base 42) |
| Willpower | 15 (base 10) |
| Cunning | 21 (base 10) |
Resources
| Life | -29/837 |
| Positive | 39/113 |
| Stamina | 146/193 |
| Healing Factor | 1.3470588855781 |
| Regeneration | 15.154412462753 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +35% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 38 |
| Crit Chance | 10% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Fire | +12% |
| Cold | +6% |
| Arcane | +6% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Lightning | +13% |
| Mind | +10% |
| Cold | +14% |
Defense: Base
| Armour (hardiness) | 31.118138619369 (56.297102139833%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 24 |
| Physical Save | 39 |
| Spell Save | 40 |
| Mental Save | 42 |
Defense: Resistances
| Acid | 0%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 29%( 70%) |
| All | 0%( 70%) |
| Darkness | + 6%( 70%) |
| Light | + 30%( 70%) |
| Mind | + 15%( 70%) |
| Lightning | + 6%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 8%( 70%) |
Defense: Immunities
| Stun Resistance | 67% |
| Bleed Resistance | 20% |
| Confusion Resistance | 22% |
| Instadeath Resistance | 100% |
| Silence Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 191 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 77 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 350 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed skeleton mage skull. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Halolen (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- S.pwr/crit +8 ----- def ----- Armour +3 Fatigue +2% Silence- +23% Confus- +22% Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Max.mana +60.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | bladed iron helm of trickery (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 118.0 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Ivywe the Rimefame (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% mind Res.pen +10% mind +5% cold Melee Ret 2 cold On Hit (Melee): * 20% chance to reduce armor by 29% ----- def ----- Armour +2 Fatigue +3% Resists +12% cold HP.reg +3.00 ---------- misc Stam/turn +0.90 Max.stam +18.00 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 | powerful elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Yvata'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Crit.mult +5.00% Res.pen +15% physical Apr +1 ----- def ----- Crit.chn- 15.00% HP.reg +2.00 Cut- +20% Stun/Frz- +21% Rings make your fingers look great! |
| On fingers | copper ring 'Healwyrd'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Apr +1 ----- def ----- Resists +6% lightning +6% darkness +9% nature Max.HP +80.00 HP.reg +2.00 Stun/Frz- +26% Rings make your fingers look great! |
| Around neck | copper amulet 'Stormbore'0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +3 Cun +4 Con dps ---------- Mind.crit +2% Crit.mult +10.00% Mov.spd +10% Dmg.mod +3% mind ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
| In main hand | Floespike the dwarven-steel waraxe (131% power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 131% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +13 lightning +7 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Mov.spd +25% Dmg.mod +6% cold Res.pen +13% lightning +9% cold ----- def ----- Resists +15% mind One-handed war axes. |
| Around waist | Hellbile1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +3% fire Mind.save +6 (+2 eff.) Max.HP +112.00 Heal.mod +5% A belt that goes around your waist. |
| In off hand | voratun shield of shrapnel (0 def, 10 armour, 173% power, 192 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 173% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +192 While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 196 physical damage over 5 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Flashgore' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% fire ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane +9% fire Crit.chn- 15.00% Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel mail armour 'Layevena' (11 def, 9 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Cun +2 Wil dps ---------- S.pwr/crit +4 Dmg.mod +6% arcane Phasing +10% ----- def ----- Armour +9 Defense +11 (+8 eff.) Fatigue +12% Resists +17% cold Mind.save +11 (+4 eff.) Max.HP +25.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of mail. |
Inventory
healing infusion of the warrior (heal 154; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 154 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 569%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 569% 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. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 773%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 773% 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. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 23%; physical; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the warrior (absorb 85; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd 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 85 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 185; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 185 damage for 3 turns. 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. |
shielding rune of the warrior (absorb 221; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 221 damage for 4 turns. 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. |
shielding rune of the warrior (absorb 272; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 272 damage for 3 turns. 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. |
shielding rune of the wizard (absorb 215; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 215 damage for 4 turns. 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. |
Halyvon the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Spell.pwr +10 (+5 eff.) ----- def ----- Armour +2 Resists +3% nature +6% physical Knockbk- +10% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gladiator's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings make your fingers look great! |
marksman's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% darkness Acc +6 (+3 eff.) ----- def ----- Resists +20% darkness Rings make your fingers look great! |
wizard's copper ring of clarity0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Confus- +21% Rings make your fingers look great! |
iron greatsword of massacre (130% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 130% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Loromas the steel longsword (112% power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Psionic Power 112% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 blight +7 darkness +4 arcane Against +7% Living On Hit: * 5% chance to reduce strength, dexterity, and constitution by 19 * 25% chance for lightning to strike from the target to a second target dealing 61 damage While equipped: dps ---------- Res.pen +20% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 19 Sharp, long, and deadly. |
acidic iron longsword (102% power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 102% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 101 damage over 5 turns and reducing armor and accuracy by 13 Sharp, long, and deadly. |
steel longsword 'Bokidig' (118% power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Master Power 118% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to slow global speed by 37% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +7 (+2 eff.) ----- def ----- Resists +3% nature Sharp, long, and deadly. |
iron mace 'Glowhunt' (109% power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Spell.crit +2% S.pwr/crit +10 Res.pen +7% all Acc +7 (+3 eff.) Apr +7 ---------- misc Vim/s.crit +2.00 Light +2 See.Invis +12 Blunt and deadly. |
warbringer's steel mace of shearing (114% power, 3 apr)3.0 T2 mace 1H weapon [Ego++] Master Power 114% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +5% physical +7% all Acc +12 (+5 eff.) Apr +6 ----- def ----- Disarm- +10% Blunt and deadly. |
nature's vined mindstar of sand (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+3 eff.) Melee+ 7 physical Dmg.mod +3% nature +6% physical Res.pen +7% physical ----- def ----- Resists +3% blight +6% physical Disease- +12% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cured leather sling 'Cracklepeal'4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Random Unique] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +8 fire +7 cold On Crit.r2 +16 lightning While equipped: dps ---------- Dmg.mod +10% cold +10% physical +8% fire Melee Ret 8 lightning ----- def ----- Resists +9% lightning ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
Arydawe (111% power, 3 apr, blight element)5.0 T2 staff 2H weapon [Rare] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Dex +2 Mag +5 Wil dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% blight Res.pen +30% blight ----- def ----- Defense +8 (+6 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 66.95 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. |
cruel ash magestaff of illumination (111% power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +11.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% cold ----- def ----- Defense +7 (+6 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 66.95 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. |
cruel elm starstaff of might (100% power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Arcane/Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +10.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of breaching (118% power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 118% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +8 (+4 eff.) Dmg.mod +19% cold Res.pen +9% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash starstaff of might (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness ---------- misc Mana/turn +0.16 Max.mana +51.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short ash magestaff (111% power, 3 apr, cold element)5.0 T2 staff 1H weapon [Ego] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
fungal dwarven-steel steamgun of tinkering (+4)4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Cun +2 Con dps ---------- Steampwr +7 (+4 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 120 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun of piercing4.0 T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +7% all Acc +7 (+3 eff.) Apr +5 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Xeradamina the iron waraxe (101% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Psionic Power 101% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +12 physical On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +1 Con dps ---------- Apr +1 ---------- misc Stam/turn +2.00 One-handed war axes. |
warbringer's steel waraxe (104% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +5% physical ----- def ----- Disarm- +14% One-handed war axes. |
warbringer's steel waraxe of enduring (103% power, 3 apr) =con=3.0 T2 waraxe 1H weapon [Ego++] Nature/Master Power 103% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +8 Con +7 Wil dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +7% physical ----- def ----- Max.HP +23.00 Disarm- +14% One-handed war axes. |
Splendourwrither1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +9% light Res.pen +20% light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% lightning +12% temporal +6% light Spell.save +7 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
enveloping cashmere cloak of the Shaloren (10 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +10 (+7 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of the Shaloren (1 def, 5 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +1 Wil ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sunvice (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Res.pen +5% arcane +10% temporal ----- def ----- Resists +8% blight +18% fire +3% temporal +7% all Max.HP +49.00 HP.reg +1.90 Heal.mod +11% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken woollen robe of protection (2 def, 2 armour)2.0 T2 cloth armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) Dmg.mod +9% arcane +10% temporal ----- def ----- Armour +2 Defense +2 (+2 eff.) Resists +9% all Phys.save +16 (+6 eff.) ---------- misc Max.mana +14.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
restorative pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +1 HP.reg +2.00 Heal.mod +10% ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
Flashbrace the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.crit +13.0% Spell.crit +10% Mind.crit +7% Crit.mult +8.00% Res.pen +10% light On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +2 Resists +3% lightning +12% temporal Spell.save +9 (+3 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. |
restful iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +11 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +14.00 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. |
Voidspike the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+2 eff.) Res.pen +15% darkness On Hit (Melee): * 10% chance to reduce armor by 29% * 10% chance to reduce damage dealt by 11% ----- def ----- Defense +1 (+1 eff.) ---------- misc Psi/turn +0.11 A pointy cloth hat, very wizardly... |
clarifying linen wizard hat of the Brotherhood (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane/Psionic While equipped: Stats +1 Mag +3 Cun +2 Con dps ---------- Dmg.mod +6% arcane ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+2 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren rough leather cap of strength (+4) (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +4 Str +3 Wil ----- def ----- Armour +1 Fatigue +1% Resists +7% blight Mind.save +6 (+2 eff.) A cap made of leather. |
Heatstun (4 def, 12 armour)14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Spell.crit +3% Spell.pwr +20 (+8 eff.) Res.pen +15% arcane ----- def ----- Armour +12 Defense +4 (+4 eff.) Fatigue +12% Resists +42% acid +10% cold +6% fire ---------- misc Vim/s.crit +2.00 Breathe water A suit of armour made of mail. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
cleansing steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +11% nature +12% blight A suit of armour made of mail. |
impenetrable stralite mail armour of fire resistance (4 def, 17 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +17 Defense +4 (+4 eff.) Fatigue +12% Resists +17% fire A suit of armour made of mail. |
radiant steel mail armour of command (8 def, 9 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +2 Cun +1 Wil ----- def ----- Armour +9 Defense +8 (+6 eff.) Fatigue +12% Resists +14% blight +10% darkness Mind.save +11 (+4 eff.) ---------- misc Light +2 A suit of armour made of mail. |
steel mail armour of spell shielding (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +6% arcane Spell.save +11 (+4 eff.) A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+4 eff.) Rng.Def +8 (+6 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Haryraneg the Tempestglory (6 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Psionic While equipped: Stats +1 Mag +4 Wil +4 Cun dps ---------- Dmg.mod +3% lightning Melee Ret 8 lightning 2 blight ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +7% Mind.save +11 (+4 eff.) Max.HP +29.00 HP.reg +4.70 Heal.mod +11% ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
cured leather armour of lightning resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +7% Resists +15% lightning A suit of armour made of leather. |
rejuvenating hardened leather armour of acid resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+7 eff.) Fatigue +8% Resists +15% acid HP.reg +2.60 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
250 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Betoyana the Coalbreeze (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +12% darkness Res.pen +10% darkness On Hit (Melee): * 20% chance to slow global speed by 37% ----- def ----- Resists +11% nature +5% arcane While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Deepsquell' (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +5% blight +5% darkness Melee Ret 6 arcane On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 19 ----- def ----- Fatigue -5% Resists +3% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bethytta the Morbuspunish (19/19, 121% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Rare] Arcane Power 121% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 19 Ranged+ +16 blight +8 nature On Hit.r1 +20 darkness On Crit.r2 +12 nature On Hit: 20% Curse of Vulnerability 2 On Hit: * 20% chance to slow global speed by 37% Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of steel shots (18/18, 125% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego+] Psionic Power 125% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 18 Ranged+ +9 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 56 physical damage Shots are used with slings to pummel your foes to death. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Glorabreth [power 194] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Res.pen +25% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 12 ----- def ----- Resists +3% mind ---------- misc Light +3 Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Portnoy the Dwarf Sun Paladin level 11
2nd Profit 122nd year of Ascendancy at 08:58 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Portnoy the Dwarf Sun Paladin level 10
29th Voratun 122nd year of Ascendancy at 09:12 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Portnoy the Dwarf Sun Paladin level 20
8th Wealth 122nd year of Ascendancy at 13:01 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Portnoy the Dwarf Sun Paladin level 6
19th Voratun 122nd year of Ascendancy at 00:17 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Portnoy the Dwarf Sun Paladin level 10
30th Voratun 122nd year of Ascendancy at 02:32 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Portnoy the Dwarf Sun Paladin level 13
16th Profit 122nd year of Ascendancy at 21:49 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Portnoy the Dwarf Sun Paladin level 16
28th Profit 122nd year of Ascendancy at 15:14 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Portnoy the Dwarf Sun Paladin level 12
6th Profit 122nd year of Ascendancy at 04:33 see stats
Log
Shield of Light hits Portnoy for 4 healing, 4 healing, 4 healing (0 total damage) [12 healing].
Lisothra the thief hits Portnoy for (1 absorbed), 8 physical, 3 light, 5 arcane (17 total damage).
Portnoy casts Sun Ray.
Shield of Light misses Lisothra the thief.
Portnoy hits Lisothra the thief for 92 physical, 24 light, 14 light (131 total damage).
Lisothra the thief is not stunned anymore.
Portnoy speeds up.
Portnoy receives 4 healing from Shield of Light.
Deadly Poison from Lisothra the thief hits Portnoy for 40 nature damage.
Lisothra the thief casts Haste.
Lisothra the thief speeds up.
Lisothra the thief uses Highborn's Bloom.
Lisothra the thief casts Temporal Bolt.
Lisothra the thief's spell attains critical power!
Portnoy receives 4 healing from Shield of Light.
Lisothra the thief hits Portnoy for 227 temporal damage.
Melee retaliation hits Medic turret for 13 light, 2 cold (16 total damage).
Portnoy receives 4 healing from Shield of Light.
Medic turret hits Portnoy for 5 physical damage.
Medic turret receives 63 healing.
Lisothra the thief receives 51 healing from Medic turret.
Portnoy casts Path of the Sun.
Portnoy's spell attains critical power!
Melee retaliation hits Lisothra the thief for 9 light, 1 cold (11 total damage).
Shield of Light hits Portnoy for 4 healing, 4 healing, 4 healing (0 total damage) [14 healing].
Lisothra the thief hits Portnoy for 10 physical, 6 light, 11 arcane (29 total damage).
Portnoy receives 4 healing from Shield of Light.
Deadly Poison from Lisothra the thief hits Portnoy for 53 nature damage.
Portnoy the level 22 dwarf sun paladin was splurged to death by Lisothra the thief on level 3 of The Maze.











































































































