










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Cleaner Item Descriptions 1.7.0Ashes 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
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: Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.0Donators/Buyers bonus! Automatic Talent Gambits (Improved) 1.5.10(Original addon by Alzrius) Allows customization of automatic talent usage in the style of FF XII gambits. Additional functionality: Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Necromancer |
| Level / Exp | 22 / 8% |
| Size | big |
| Lifes / Deaths | Killed by Vorylaith the cold drake hatchling at level 21 on the 6th Regrowth 123rd year of Ascendancy at 14:44 / 1 |
Primary Stats
| Strength | 25 (base 10) |
| Dexterity | 20 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 63 (base 51) |
| Willpower | 23 (base 13) |
| Cunning | 54 (base 44) |
Resources
| Life | 338/338 |
| Mana | 302/302 |
| Psi | 113/113 |
| Soul | 7/9 |
| Healing Factor | 1.4460311219417 |
| Regeneration | 7.591663390194 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 19 |
| See Invisible | 15 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 40 |
| Crit Chance | 25% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 41 |
| Crit Chance | 28% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +8% |
| Darkness | +14% |
| Nature | +8% |
| Fire | +20% |
| Blight | +6% |
| Arcane | +3% |
| Cold | +10% |
| All | +0% |
Offense: Damage Penetration
| Darkness | +25% |
| Lightning | +15% |
| Mind | +10% |
| Cold | +33% |
Defense: Base
| Armour (hardiness) | 6 (35.65183292883%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 32 |
| Mental Save | 29 |
Defense: Resistances
| Nature | 16%( 70%) |
| Acid | 15%( 70%) |
| Light | 10%( 70%) |
| Temporal | 14%( 70%) |
| Darkness | 46%( 70%) |
| Lightning | 20%( 70%) |
| Cold | 29%( 70%) |
| All | 7%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 37 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (44 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Glacial waste | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Age of dusk | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Grave | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Spikes of Decrepitude |
| talent | Erupting Shadows |
| talent | Hiemal Shield |
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&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You failed to protect the worried loremaster from death by rimebark. Escort: worried loremaster (level 2 of Daikara) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 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 |
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&WHITELIGHT_GREEN039;ve found the needed length of troll intestine. The Brotherhood of Alchemists* You&WHITESLATE039;Needed: one vial of elder vampire blood. Once you&039; | 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 within | active |
Equipment
| On feet | Cracklevein the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +6 Dex offense ------ Ignore resists +15% lightning Accuracy +20 (+7 eff.) defense ------ Armor +4 Fatigue +3% Resistance +8% lightning +8% temporal Unlife -60.00 life other ------- See Invis +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | linen wizard hat &039; (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +5 Mag offense ------ Damage +11% darkness +6% blight defense ------ Defense +1 (+1 eff.) Resistance +16% darkness +3% light other ------- Mana/turn +0.04 Light +1 A pointy cloth hat, very wizardly... |
| On hands | Porivena the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +3 Mag offense ------ Critical power +10.00% On-Hit 8 darkness Damage +3% arcane +3% darkness Accuracy +17 (+6 eff.) Ignore Armor +2 defense ------ Armor +2 Resistance +5% darkness other ------- Stamina/turn +2.00 Unarmed combat: Weapon Damage 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +3 Critical Rate +9.0% Attack Speed 100% On-hit +9 arcane On-crit, radius 2 +9 arcane On Hit: 20% Moonlight Ray 3 On Hit: * 7% chance to reduce damage dealt by 18% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Lisilema the Pitchvice [power 278] (20 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +6 Wil offense ------ Ignore resists +25% darkness defense ------ Resistance +6% darkness other ------- Light +3 Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Ariwe the Nightsun0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +2 Dex +5 Cun +5 Con offense ------ Physical Power +7 (+3 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Unlife -80.00 life other ------- Infravision +2 See Invis +6 Rings make your fingers look great! |
| On fingers | Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 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." |
| In main hand | Eilinymina the yew magestaff (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 1H weapon [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +8.0% Spell Crit +6% Mind Crit +3% Physical Power +6 (+3 eff.) Spellpower +14 (+4 eff.) Damage +20% fire Ignore resists +10% mind Accuracy +10 (+3 eff.) When Hit 10 mind defense ------ Resistance +6% lightning Spell save +3 (+1 eff.) other ------- Equi when Hit +0.08 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | rough leather belt &039;1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +3 Str +2 Mag +2 Wil offense ------ Ignore resists +25% cold When Hit 4 cold defense ------ Resistance +9% acid +9% cold Mind save +7 (+3 eff.) Life +49.00 other ------- Infravision +2 A belt that goes around your waist. |
| In off hand | Bloomsoul (8-9 power, 13 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 1.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 18 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
| Cloak | linen cloak &039; (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +3 Cun offense ------ Critical power +5.00% defense ------ Defense +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +5 (+2 eff.) Unlife -40.00 life 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. |
| Main armor | Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
blink rune (range 5; phase 12; cd 13)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the duelist (damage 107; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 106.60 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the wizard (power 25; resist 22%; move 54%; dur 5; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 22% all resistance, you move 54% faster, and you are invisible (power 25). 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. |
marksman&0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Life Regen +1.00 Stun Resist +23% Rings make your fingers look great! |
warrior&0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Rings make your fingers look great! |
Beterewen the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil offense ------ Critical power +10.00% Damage +14% fire Ignore resists +5% arcane +10% blight defense ------ Resistance +28% fire Mind save +6 (+3 eff.) Life +22.00 Disarm Resist +25% Pinning Resist +23% Knockbk Resist +23% Rings make your fingers look great! |
Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+6 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
conjurer&0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil +3 Cun offense ------ Spellpower +10 (+3 eff.) On-Hit 7 physical On-Ranged-Hit 5 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 22 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 22 other ------- Hate-on-crit +1.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
gold ring of misery0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun offense ------ On-Hit 10 physical On-Ranged-Hit 11 physical On-Hit (Melee): * 15% chance to reduce all saves and defense by 22 On-Hit (Ranged): * 13% chance to reduce all saves and defense by 22 other ------- Hate-on-crit +2.00 Max hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
solipsist&0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +8 (+4 eff.) Damage +10% temporal defense ------ Resistance +10% temporal Rings make your fingers look great! |
Coalonslaught the ash magestaff (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +9% Critical power +11.00% Spellpower +11 (+3 eff.) Damage +15% cold +9% darkness +6% temporal defense ------ Resistance +9% temporal Life Regen +0.70 Healmod +13% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash starstaff of might (17-20 power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +9 (+3 eff.) Damage +17% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing steel battleaxe of daylight (20-31 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane Weapon Damage 20.5 - 30.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +12 light Damage Against +16% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 84 damage Massive two-handed battleaxes. |
steel greatmaul of enduring (26-40 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego+] Nature Weapon Damage 26.5 - 39.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +7 Con +10 Wil defense ------ Life +34.00 Massive two-handed mauls. |
steel greatsword &039; (25-40 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Rare] Psionic 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 +4 lightning On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Damage +9% light defense ------ Resistance +15% cold +12% fire Massive two-handed swords. |
plaguebringer&3.0 Encumbrance T1 longsword 1H weapon [Ego++] Arcane/Master Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +5 blight On Hit: 20% Epidemic 1 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 25 While equipped: offense ------ Ignore resists +6% all Accuracy +8 (+3 eff.) Ignore Armor +6 defense ------ Disease Resist +11% Sharp, long, and deadly. |
Belorion the steel mace (11-15 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Psionic Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +2 Wil offense ------ Damage +12% acid Ignore resists +10% acid defense ------ Resistance +12% acid other ------- Max psi +30.00 See Invis +9 Blunt and deadly. |
truestriking dwarven-steel mace of massacre (34-48 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego+] Master Weapon Damage 34.5 - 48.3 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +10 (+3 eff.) Ignore Armor +7 Blunt and deadly. |
steel waraxe of amnesia (11-15 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Psionic Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) One-handed war axes. |
steel dagger of crippling (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Master Weapon Damage 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Sharp, short and deadly. |
Xerosenn (16-20 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Random Unique] Arcane/Master Weapon Damage 15.5 - 20.2 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-Hit, radius 1 +8 fire While equipped: Stats +6 Str +3 Con offense ------ Physical Crit +8.0% Critical power +15.00% Mindpower +10 (+5 eff.) Damage +7% physical Ignore resists +15% mind Accuracy +8 (+3 eff.) Ignore Armor +6 other ------- Light +1 Sharp, short and deadly. |
balanced dwarven-steel dagger of projection (17-22 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master/Psionic 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: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +8 (+4 eff.) Disarm Resist +26% Sharp, short and deadly. |
truestriking stralite dagger of massacre (35-46 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Weapon Damage 35.0 - 45.5 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: offense ------ Ignore resists +10% physical Accuracy +11 (+4 eff.) Ignore Armor +9 Sharp, short and deadly. |
mitotic vined mindstar of frost (6-7 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego++] Nature Weapon Damage 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +6.0% Attack Speed 100% On Hit: * 7% chance to slow global speed by 48% * 11% chance to reduce armor by 35% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 6 cold Damage +5% cold Ignore resists +5% cold defense ------ Armor +8 Resistance +6% cold other ------- Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative thorny mindstar of balance (10-10 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Weapon Damage 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Cun offense ------ Mind Crit +3% Critical power +10.00% Mindpower +6 (+3 eff.) defense ------ Physical save +2 (+1 eff.) Spell save +4 (+2 eff.) Mind save +2 (+1 eff.) other ------- Equi when Hit +0.80 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. |
thorny mindstar &039;Nadabeth&3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Damage +4% nature defense ------ Armor +4 Resistance +3% blight Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +16 (+8 eff.) Life +20.00 Healmod +10% Heal-on-summon +14 Disease Resist +15% other ------- Equi when Hit +0.50 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. |
horrifying pulsing mindstar of balance (13-14 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature/Psionic Weapon Damage 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) On-Hit 6 mind 7 darkness Damage +2% mind +4% darkness defense ------ Physical save +6 (+3 eff.) Spell save +3 (+1 eff.) Mind save +4 (+2 eff.) other ------- Equi when Hit +0.50 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. |
resonating living mindstar (16-18 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Weapon Damage 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +5% mind Ignore resists +2% mind defense ------ Resistance +7% mind Resonance +5% other ------- Psi when Hit +0.50 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. |
steel steamsaw of crippling (14-20 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Weapon Damage 13.5 - 20.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: offense ------ Physical Crit +6.0% defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% 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! |
balanced dwarven-steel steamsaw (21-32 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Weapon Damage 21.0 - 31.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +48 Uses 1.0 Steam While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Armor +4 Defense +15 (+8 eff.) Fatigue +8% Disarm Resist +23% 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! |
chilling dwarven-steel steamsaw of evisceration (22-33 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Master/Steamtech Weapon Damage 22.0 - 33.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +50 On-hit +5 cold On Crit: * Wound the target dealing 114 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: offense ------ Physical Crit +7.0% Physical Power +8 (+4 eff.) 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! |
corrosive dwarven-steel steamsaw (20-29 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Steamtech Weapon Damage 19.5 - 29.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +47 Uses 1.0 Steam When used to Attack: On-hit +15 acid While equipped: Stats +3 Con offense ------ When Hit: * 12% chance to reduce armor by 35% defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% Resistance +13% acid 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! |
Heatcrypt the elm longbow4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +12 fire While equipped: Stats +2 Str +6 Dex +4 Cun offense ------ Physical Crit +9.0% Accuracy +9 (+3 eff.) defense ------ Resistance +6% acid +9% lightning other ------- Light +2 Longbows are used to shoot arrows at your foes. |
steel steamgun of life draining4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +8 draining blight Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Urehad the Heatspiker (23/23, 28-38 power, 13 apr)3.0 Encumbrance T2 arrow ammo [Rare] Master Weapon Damage 27.5 - 38.5 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +13 Critical Rate +7.5% Capacity 23 Projectile Speed +200% On-ranged-hit +20 fire On-Hit, radius 1 +20 fire Arrows are used with bows to pierce your foes to death. |
barbed pouch of iron shots (17/17, 20-23 power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego+] Master Weapon Damage 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +11.0% Capacity 17 On Crit: * Wound the target dealing 114 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Satyrresolve the pouch of dwarven-steel shots (18/18, 44-53 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Random Unique] Master/Psionic Weapon Damage 44.5 - 53.4 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +13.0% Capacity 18 On-ranged-hit +9 darkness +4 nature Damage Against +5% Living On-crit, radius 2 +12 nature On Hit: * 20% chance to slow global speed by 48% On Crit: * Wound the target dealing 114 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of wind (16/16, 32-39 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego] Nature Weapon Damage 32.5 - 39.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 16 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 81 physical damage Shots are used with slings to pummel your foes to death. |
acidic iron shield of acid resistance (+16%) (0 def, 2 armour, 11-13 power, 22.5 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Ego] Nature/Master When used to Attack: Weapon Damage 11.0 - 13.2 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.5% Block +22 On Hit: * 10% chance to reduce armor by 35% While equipped: offense ------ On-Hit 6 acid When Hit 2 acid defense ------ Armor +2 Fatigue +8% Resistance +16% acid other ------- Talents +1 Block Handheld deflection devices. |
corrosive dwarven-steel shield of resistance (0 def, 6 armour, 30-35 power, 79 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego++] Arcane/Nature When used to Attack: Weapon Damage 29.5 - 35.4 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +79 On-hit +10 acid While equipped: Stats +3 Con offense ------ When Hit: * 10% chance to reduce armor by 35% defense ------ Armor +6 Fatigue +8% Resistance +20% acid +7% fire +6% lightning +7% cold other ------- Talents +1 Block Handheld deflection devices. |
windwalling dwarven-steel shield of cold resistance (+12%) (0 def, 6 armour, 30-35 power, 85 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego+] Master/Psionic When used to Attack: Weapon Damage 29.5 - 35.4 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +85 On-hit +11 physical While equipped: Stats +3 Wil defense ------ Armor +6 Fatigue +8% Resistance +15% cold +12% physical Windwall +25 Slow Projectiles +20% other ------- Talents +1 Block Handheld deflection devices. |
Ulfuzilalen the Hailonslaught (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +3 Mag +3 Con offense ------ Damage +17% cold Ignore resists +15% cold defense ------ Resistance +25% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide cured leather armour of resilience (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Life +53.00 Life Regen +3.60 Healmod +11% A suit of armour made of leather. |
marauder&9.0 Encumbrance T3 light armor [Ego+] Master While equipped: Stats +3 Str +4 Dex defense ------ Armor +6 Defense +13 (+7 eff.) Fatigue +8% Resistance +18% cold Physical save +8 (+4 eff.) A suit of armour made of leather. |
rejuvenating hardened leather armour of acid resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Resistance +18% acid Life Regen +2.80 other ------- Stamina/turn +0.90 A suit of armour made of leather. |
iron mail armour of the deep (2 def, 6 armour)14.0 Encumbrance T1 heavy armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% acid +6% cold other ------- Breathe water A suit of armour made of mail. |
prismatic steel mail armour of lightning resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% lightning +12% light +12% darkness A suit of armour made of mail. |
radiant steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego+] Nature While equipped: Stats +2 Wil defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +11% blight +16% darkness other ------- Light +1 A suit of armour made of mail. |
rejuvenating steel mail armour of Eyal (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Life +26.00 Life Regen +5.20 Healmod +12% other ------- Stamina/turn +0.70 A suit of armour made of mail. |
dwarven-steel mail armour of resilience (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Nature While equipped: defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Life +26.00 A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of cold resistance (3 def, 13 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Master While equipped: defense ------ Armor +13 Defense +3 (+2 eff.) Fatigue +12% Resistance +17% cold A suit of armour made of mail. |
prismatic dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Arcane/Psionic While equipped: defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +12% light +13% darkness +7% mind Mind save +13 (+6 eff.) A suit of armour made of mail. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
restorative pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Nature While equipped: defense ------ Armor +3 Life Regen +1.00 Healmod +11% A pair of boots made of leather. |
insulating pair of dwarven-steel boots of disengagement (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex defense ------ Armor +4 Fatigue +3% Resistance +7% fire +7% cold Disengage: Puts all charms on 15 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& |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
restful hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Psionic While equipped: defense ------ Armor +2 Life Regen +5.00 other ------- Stamina/turn +0.50 Max stamina +10.00 Unarmed combat: Weapon Damage 17.5 - 19.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant iron gauntlets of magic (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 6 light Damage +4% light +3% arcane defense ------ Armor +1 Fatigue +1% Resistance +6% light Unarmed combat: Weapon Damage 11.5 - 16.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-hit +5 arcane On-crit, radius 2 +5 arcane On Hit: 20% Searing Light 1 Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist&1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 7 nature Damage +5% nature Accuracy +16 (+5 eff.) defense ------ Armor +2 Fatigue +3% Resistance +6% nature Unarmed combat: Weapon Damage 18.5 - 25.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 Critical Rate +15.0% Attack Speed 83% On-crit, radius 2 +7 nature On Hit: 10% Venomous Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +3 Dex offense ------ Accuracy +12 (+4 eff.) When Hit: * 21 arcane resource burn defense ------ Armor +2 Fatigue +3% Spell save +11 (+5 eff.) Unarmed combat: Weapon Damage 22.0 - 30.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 Critical Rate +14.0% Attack Speed 83% On Hit: * 21 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat of decomposition (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: defense ------ Defense +1 (+1 eff.) Resistance +4% lightning +4% temporal +4% light +4% fire +4% nature +4% acid +3% blight +4% cold +4% darkness A pointy cloth hat, very wizardly... |
Brightprophet the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +6% blight +9% cold +3% nature other ------- Light +3 Breathe water A cap made of leather. |
rough leather cap of might (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Power +4 (+2 eff.) defense ------ Armor +1 Fatigue +1% A cap made of leather. |
stabilizing rough leather cap of absorption (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: defense ------ Armor +1 Fatigue +1% Physical save +12 (+6 eff.) other ------- Stamina when Hit +0.90 Equi when Hit +0.70 A cap made of leather. |
hardened leather cap &039; (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +12 Str +8 Dex +4 Cun +4 Con defense ------ Armor +3 Fatigue +3% Crit Resistance 15.00% Skullcracker: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy&ANTIQUE_WHITE |
hardened leather cap of trickery (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex offense ------ Ignore Armor +5 defense ------ Armor +3 Fatigue +3% A cap made of leather. |
6 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. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
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. |
7 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. |
9 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 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
176 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. |
brass lantern &039;2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Mindpower +10 (+5 eff.) defense ------ Armor +4 Resistance +9% lightning +12% light +9% nature Life +44.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- 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. |
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. |
iron pickaxe of endurance (dig speed 39 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig 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&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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&LIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLAST999900LASTANTIQUE_WHITE |
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. |
elm totem of healing &039; [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +1 Wil +4 Con offense ------ Accuracy +10 (+3 eff.) When Hit 4 physical defense ------ Armor +2 other ------- See Invis +3 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Aeretta [power 116] (20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: defense ------ Defense +10 (+5 eff.) Cut Resist +20% Silence Resist +20% Stun Resist +20% other ------- Hate-on-crit +1.00 Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By PLANT MAN prevails the Ogre Necromancer level 21
9th Allure 123rd year of Ascendancy at 03:03 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By PLANT MAN prevails the Ogre Necromancer level 10
18th Haze 122nd year of Ascendancy at 12:23 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By PLANT MAN prevails the Ogre Necromancer level 20
3rd Allure 123rd year of Ascendancy at 16:24 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By PLANT MAN prevails the Ogre Necromancer level 6
12nd Haze 122nd year of Ascendancy at 13:52 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By PLANT MAN prevails the Ogre Necromancer level 9
17th Haze 122nd year of Ascendancy at 13:04 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By PLANT MAN prevails the Ogre Necromancer level 21
7th Allure 123rd year of Ascendancy at 23:01 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By PLANT MAN prevails the Ogre Necromancer level 20
4th Allure 123rd year of Ascendancy at 10:54 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By PLANT MAN prevails the Ogre Necromancer level 14
28th Haze 122nd year of Ascendancy at 12:11 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By PLANT MAN prevails the Ogre Necromancer level 21
6th Regrowth 123rd year of Ascendancy at 14:44 see stats
Log
Talent Rune: Manasurge is ready to use.
PLANT MAN prevails starts to surge mana.
Your hiemal shield regenerates to full!
Talent Torture Souls is ready to use.
Talent Ogric Wrath is ready to use.
PLANT MAN prevails stops surging mana.
Talent Rune: Manasurge is ready to use.
Rested for 28 turns (stop reason: all resources and life at maximum).
PLANT MAN prevails picks up (r.): Belorion the steel mace (11-15 power, 3 apr).
You pickup 0.85 gold pieces.
Lore found: letter to Rolf (2)
You pickup 0.85 gold pieces.
You pickup 1.00 gold pieces.
There is a way to the next level here (press &039; or right click to use).
Ran for 85 turns (stop reason: at exit).
PLANT MAN prevails deactivates Spikes of Decrepitude.
PLANT MAN prevails activates Spikes of Decrepitude.
PLANT MAN prevails deactivates Hiemal Shield.
PLANT MAN prevails activates Hiemal Shield.
PLANT MAN prevails deactivates Erupting Shadows.
PLANT MAN prevails activates Erupting Shadows.
Resting starts...
PLANT MAN prevails starts to surge mana.
PLANT MAN prevails stops surging mana.
Talent Rune: Manasurge is ready to use.
Talent Boneyard is ready to use.
Rested for 19 turns (stop reason: all resources and life at maximum).








































































































































