











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 20 / 88% |
| Size | big |
| Lifes / Deaths | Killed by Belora the deformed great wolf at level 19 on the 55th Haze 122nd year of Ascendancy at 07:31 / 2Killed by Poleseth the shadowblade at level 20 on the 7th Decay 122nd year of Ascendancy at 16:55 |
Primary Stats
| Strength | 59 (base 38) |
| Dexterity | 16 (base 10) |
| Constitution | 15 (base 13) |
| Magic | 61 (base 48) |
| Willpower | 11 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -20/588 |
| Mana | 119/239 |
| Insanity | 0/100 |
| Healing Factor | 1.0460311219417 |
| Regeneration | 0.26150778048543 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 5 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 111 |
| Accuracy | 51 |
| Crit Chance | 21% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +60% |
| Fire | +17% |
| Cold | +17% |
| Blight | +25% |
| Arcane | +18% |
| Mind | +18% |
| All | +7% |
Offense: Damage Penetration
| Lightning | +10% |
| Physical | +25% |
| Arcane | +10% |
| Fire | +10% |
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 10 (35.65183292883%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 37 |
| Mental Save | 21 |
Defense: Resistances
| Acid | 9%( 70%) |
| Arcane | 14%( 70%) |
| Cold | 38%( 70%) |
| All | 9%( 70%) |
| Darkness | 54%( 70%) |
| Light | 14%( 70%) |
| Lightning | 9%( 70%) |
| Fire | 19%( 70%) |
| Mind | 19%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| 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 110 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 361 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 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&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 |
Escort: injured seer (level 1 of Ruins of Kor'Pul) | done |
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 |
Escort: repented thief (level 2 of Ruins of Kor'Pul) | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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&WHITESLATE039;Needed: one xorn fragment. Avoid fragments that contained the xorn&039;ve no idea how unpleasant it is being watched by your ingredients.&WHITELIGHT_GREEN039;ve found the needed red crystal shard. The Brotherhood of Alchemists* &039; Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed bear paw. * You&WHITESLATE039;Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.&WHITESLATE039;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.&WHITESLATE039;Needed: one bloated horror heart. Don&039;t get any on you.&WHITESLATE039;Needed: one faerlhing fang. I&039;m sure you&039; * &039; * You& | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm& | done |
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 within2 lumberjacks have died. | done |
Equipment
| On feet | Lisymira the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Str +3 Wil +2 Cun offense ------ Physical Power +20 (+5 eff.) Ignore resists +5% physical defense ------ Armor +1 Physical save +7 (+4 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Unlife -20.00 life other ------- Max stamina +30.00 A pair of boots made of leather. |
| Light source | Murkwisp the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Mag +2 Con offense ------ Ignore resists +20% darkness +10% arcane defense ------ Crit Resistance 10.00% Mind save +7 (+3 eff.) other ------- Light +4 See Stealth +5 See Invisibility +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. |
| On head | Voidstriker (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +4 Str +1 Dex offense ------ Damage +11% mind +9% darkness defense ------ Defense +1 (+0 eff.) Resistance +11% mind +3% darkness other ------- Infravision +2 See Invisibility +3 A pointy cloth hat, very wizardly... |
| Tool | elm wand of lightning storm &039; [power 110] (14/15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +7 Str offense ------ Physical Crit +2.0% Physical Power +5 (+2 eff.) other ------- Infravision +1 Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (117 total damage) Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Delodoran0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Str +3 Dex offense ------ Physical Crit +1.0% Damage +10% cold Ignore Armor +1 defense ------ Resistance +20% cold Rings make your fingers look great! |
| On fingers | Sparkblow the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Physical Crit +3.0% Damage +11% darkness +6% arcane Ignore resists +10% lightning When Hit 6 arcane defense ------ Resistance +22% darkness other ------- Stamina/turn +2.00 Rings make your fingers look great! |
| Around waist | 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. |
| In main hand | elemental dwarven-steel greatmaul of crippling (41-62 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego++] Arcane/Master Weapon Damage 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On Hit: * Create an explosion dealing 100 fire damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Damage +10% fire Ignore resists +10% fire Massive two-handed mauls. |
| On hands | dwarven-steel gauntlets &039; (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +5 Mag +2 Cun offense ------ Critical power +5.00% Spellpower +5 (+1 eff.) Damage +5% arcane Accuracy +16 (+5 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +2 Fatigue +3% Resistance +6% light +6% darkness other ------- Max vim +10.00 Infravision +2 Learn an unarmed attack talent or enable &039; to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 110.69 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Xarabeth the woollen robe (3 def, 3 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Master While equipped: offense ------ Spellpower +10 (+2 eff.) Damage +12% darkness +7% all When Hit 2 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +3 (+1 eff.) Resistance +5% arcane +18% darkness +9% all Physical save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak &039; (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str offense ------ Physical Crit +2.0% Physical Power +1 (+0 eff.) Damage +3% darkness Ignore resists +20% physical defense ------ Defense +6 (+3 eff.) Fatigue -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Borakath0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Spellpower +30 (+7 eff.) When Hit 2 arcane defense ------ Resistance +11% fire +12% cold Spell save +3 (+1 eff.) other ------- Max mana +20.00 Max vim +20.00 Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 193; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 193 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. |
regeneration infusion of the warrior (heal 401; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 401 life over 5 turns. 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. |
regeneration infusion of the warrior (heal 321; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 321 life over 5 turns. 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. |
Prismatic Rune (6 turns; lightning, physical, light, cold, nature, temporal)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 3 physical, 5 light, 4 cold, 5 nature, 3 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 4; phase 13; cd 18)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 111; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 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 111 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 duelist (absorb 142; dur 3; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 142 damage for 3 turns. 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. |
shielding rune of the wizard (absorb 402; dur 3; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 402 damage for 3 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. |
Arcbutcher the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex offense ------ Damage +3% lightning Ignore resists +5% cold defense ------ Resistance +9% mind +3% lightning Amulets make your neck look great! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+5 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +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... |
Yarodedig0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Wil offense ------ Critical power +15.00% Accuracy +6 (+2 eff.) Ignore Armor +11 defense ------ Resistance +12% lightning +3% temporal +3% mind +6% cold Crit Resistance 15.00% Stun Resist +23% Amulets make your neck look great! |
copper amulet &039;0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex offense ------ Critical power +10.00% Spellpower/crit +4 Ignore resists +10% temporal When Hit 4 temporal other ------- Mana/turn +0.12 Amulets make your neck look great! |
Beledunatir0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Physical Power +10 (+3 eff.) Damage +11% acid Accuracy +10 (+3 eff.) defense ------ Defense +5 (+2 eff.) Resistance +22% acid +1% physical +9% temporal Rings make your fingers look great! |
titan&0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Rings make your fingers look great! |
wizard&0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Rings make your fingers look great! |
Furnacequake the steel battleaxe (23-34 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Random Unique] Nature/Master Weapon Damage 23.0 - 34.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature While equipped: offense ------ Critical power +10.00% Damage +3% arcane +3% fire Ignore resists +20% all Ignore Shields +10% Accuracy +24 (+7 eff.) Ignore Armor +17 Massive two-handed battleaxes. |
Khelichik the Oaktorrent (15-22 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Master Weapon Damage 15.0 - 22.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +20 nature On-crit, radius 2 +4 mind While equipped: offense ------ Mindpower +10 (+8 eff.) Damage +12% nature +6% mind Ignore resists +10% all Accuracy +10 (+3 eff.) Ignore Armor +9 When Hit 4 nature other ------- Hate-on-crit +3.00 Massive two-handed battleaxes. |
steel battleaxe &039; (22-34 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 22.5 - 33.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +17 mind +4 arcane On-crit, radius 2 +4 physical On Hit: * 17% chance to reduce all saves and defense by 9 * 25% chance for lightning to strike from the target to a second target dealing 100 damage While equipped: Stats +3 Cun +3 Wil offense ------ Ignore resists +7% all Accuracy +7 (+2 eff.) Ignore Armor +10 defense ------ Armor +2 Defense +10 (+5 eff.) Massive two-handed battleaxes. |
Malochik the Flarepython (11-14 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 light +5 cold Damage Against +9% Undead While equipped: offense ------ Damage +3% mind +3% fire Ignore resists +6% physical Accuracy +5 (+1 eff.) Ignore Armor +6 When Hit 4 mind defense ------ Resistance +9% fire Sharp, short and deadly. |
Bleakstun (50-74 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Disrupt Weapon Damage 49.5 - 74.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% Damage Against +12% Unnatural On-crit, radius 2 +4 physical While equipped: Stats +5 Str +5 Wil defense ------ Resistance +6% darkness other ------- See Invisibility +9 Massive two-handed mauls. |
Brightravage the steel greatsword (40-63 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Arcane/Master Weapon Damage 39.5 - 63.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +12 acid While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +10 (+2 eff.) Damage +9% acid Accuracy +7 (+2 eff.) defense ------ Defense +9 (+4 eff.) Disarm Resist +29% other ------- Light +1 Massive two-handed swords. |
elemental dwarven-steel greatsword (38-60 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Arcane Weapon Damage 37.5 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * Create an explosion dealing 100 cold damage (1/turn) While equipped: offense ------ Damage +16% cold Ignore resists +13% cold Massive two-handed swords. |
flaming steel longsword of massacre (22-30 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +7 fire Sharp, long, and deadly. |
iron longsword (10-15 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
blooming vined mindstar of balance (4-5 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Weapon Damage 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+4 eff.) defense ------ Physical save +4 (+2 eff.) Spell save +3 (+1 eff.) Mind save +3 (+1 eff.) Healmod +10% Heal-on-summon +14 other ------- EQ 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. |
Mayuth (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+1 eff.) Damage +15% darkness Ignore resists +15% arcane defense ------ Armor +4 Hardiness +5% Resistance +6% acid +1% physical +9% darkness +6% blight +3% temporal Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Penitence (15-18 power, 4 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+3 eff.) defense ------ Resistance +30% blight +30% physical Affinity +20% physical Spell save +15 (+6 eff.) other ------- Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
ash vilestaff of illumination (15-18 power, 3 apr, acid element)5.0 Encumbrance T2 staff 2H weapon [Ego] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+1 eff.) Damage +15% acid defense ------ Defense +7 (+3 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 124.16 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 vilestaff of might (15-18 power, 3 apr, acid element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Critical power +10.00% Spellpower +6 (+1 eff.) Damage +15% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal ash starstaff of warding (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Critical power +18.00% Spellpower +11 (+2 eff.) On-Hit 17 fire Damage +15% darkness defense ------ Armor +5 Defense +5 (+2 eff.) other ------- See Invisibility +7 Wards +2 darkness Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of channeling (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +19 (+4 eff.) Damage +20% physical other ------- Mana/turn +0.28 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
strafer&4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Ignore resists +7% all Accuracy +14 (+4 eff.) Ignore Armor +7 other ------- Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Arumira (20-27 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Master Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +2 Dex offense ------ Physical Crit +7.0% Critical power +10.00% Combat Speed +10% Damage +3% acid Ignore resists +5% acid Accuracy +5 (+1 eff.) Ignore Armor +5 On-Hit (Melee): * 20% chance to reduce armor by 38% defense ------ Resistance +3% temporal Spell save +6 (+3 eff.) One-handed war axes. |
Furnaceblack the steel waraxe (21-29 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +12 fire On Critical: * Splash the target with acid dealing 167 damage over 5 turns and reducing armor and accuracy by 21 While equipped: offense ------ Ignore resists +5% blight +6% physical +5% fire Accuracy +5 (+1 eff.) Ignore Armor +6 defense ------ Resistance +3% blight +6% fire One-handed war axes. |
flaming steel waraxe of daylight (16-22 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 light Damage Against +9% Undead On-Hit, radius 1 +7 fire One-handed war axes. |
Duathelwrack1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) Damage +3% darkness +12% cold On-Hit (Melee): * 20% chance to reduce damage dealt by 8% defense ------ Resistance +6% cold Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
Uregas1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +5 (+2 eff.) Resistance +3% mind Spell save +6 (+3 eff.) Stun Resist +20% Teleport Resist +20% other ------- Size +1 A belt that goes around your waist. |
Vorusewe the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +1 Con +6 Lck offense ------ Accuracy +10 (+3 eff.) Ignore Armor +1 defense ------ Defense +20 (+10 eff.) Stealth +6 other ------- Disarm Traps +7 Max stamina +30.00 Infravision +4 A belt that goes around your waist. |
enveloping linen cloak of protection (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: defense ------ Defense +7 (+3 eff.) Physical save +5 (+3 eff.) Spell save +5 (+2 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing cashmere robe of nature (+25%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +4 Wil offense ------ Damage +17% nature defense ------ Resistance +25% nature +11% all other ------- Mana/turn +0.13 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of fire (+18%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +12% fire defense ------ Resistance +9% all +18% fire other ------- Mana/turn +0.12 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of darkness (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +2 (+0 eff.) Damage +11% darkness defense ------ Resistance +16% darkness +7% all Spell save +15 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of the mind (+12%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Spell Crit +3% Spellpower +3 (+0 eff.) Damage +12% mind defense ------ Resistance +12% mind +9% all Spell save +18 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Garerin the pair of rough leather boots (0 def, 7 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +4 Dex offense ------ Ignore resists +10% physical defense ------ Armor +7 Resistance +6% acid Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Stamina/turn +0.40 Max stamina +10.00 A pair of boots made of leather. |
Hanorasus the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +4 Str defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal +3% fire Crit Resistance 10.00% Mind save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Lustredredge (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Str +4 Mag offense ------ Spellpower +4 (+1 eff.) Ignore resists +5% mind When Hit 4 light defense ------ Armor +3 Fatigue +2% Resistance +6% light Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Sunterror (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +2 Str +7 Dex +2 Mag +3 Wil +3 Cun defense ------ Armor +1 Physical save +6 (+3 eff.) Spell save +5 (+2 eff.) Mind save +5 (+2 eff.) other ------- Light +2 A pair of boots made of leather. |
Zubomira (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Ignore Armor +1 defense ------ Armor +1 Resistance +5% lightning +5% temporal +6% nature +3% darkness A pair of boots made of leather. |
insulating pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% fire +6% cold other ------- Stamina/turn +0.40 Max stamina +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
scholar&2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +4 (+1 eff.) Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. |
Cinderbiter (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +2 Mag offense ------ Damage +4% arcane +3% fire On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +1 Resistance +3% fire Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets &039; (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun +2 Mag offense ------ Accuracy +13 (+4 eff.) When Hit 2 blight defense ------ Armor +2 Fatigue +3% Resistance +6% blight +6% cold +6% light +12% darkness Physical save +6 (+3 eff.) Mind save +7 (+3 eff.) Disarm Resist +24% other ------- Infravision +2 Learn an unarmed attack talent or enable &039; to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.6 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag offense ------ Damage +5% arcane Accuracy +5 (+1 eff.) defense ------ Armor +2 Fatigue +3% Physical save +6 (+3 eff.) Mind save +5 (+2 eff.) Disarm Resist +28% Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Darksting (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str offense ------ Damage +6% darkness When Hit 4 acid defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% temporal +3% acid other ------- See Invisibility +3 A cap made of leather. |
Lavalord (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Str offense ------ Damage +15% acid +18% fire +6% nature defense ------ Armor +4 Fatigue +4% Resistance +9% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Silyrille (5 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str +2 Dex +2 Cun +2 Con offense ------ Physical Power +15 (+4 eff.) Damage +9% mind Ignore Armor +3 defense ------ Armor +1 Defense +5 (+2 eff.) Fatigue +1% Physical save +3 (+2 eff.) A cap made of leather. |
Voramira the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Dex offense ------ Spell Crit +1% Spellpower +10 (+2 eff.) Spellpower/crit +6 Damage +9% arcane defense ------ Armor +4 Fatigue +4% Resistance +9% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xerurewyn the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Damage +10% darkness +18% acid Ignore resists +5% mind defense ------ Defense +1 (+0 eff.) Resistance +15% darkness +5% arcane A pointy cloth hat, very wizardly... |
dwarven-steel helm of dexterity (+2) (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +5% temporal A cap made of leather. |
rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% A cap made of leather. |
rough leather cap &039; (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str offense ------ Damage +3% mind defense ------ Armor +1 Fatigue +1% Disease Resist +10% Silence Resist +10% Stun Resist +20% A cap made of leather. |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
rejuvenating iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Nature While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Life Regen +2.10 other ------- Stamina/turn +0.70 A suit of armour made of mail. |
Nightwrest (11 def, 4 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Psionic While equipped: Stats +4 Wil +4 Cun +2 Con offense ------ Ignore resists +15% darkness defense ------ Armor +4 Defense +11 (+5 eff.) Fatigue +7% Resistance +5% mind Mind save +22 (+11 eff.) Life +34.00 Life Regen +3.80 Healmod +12% other ------- Max stamina +20.00 A suit of armour made of leather. |
Quenchtrail the cured leather armour (10 def, 4 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex +4 Wil +4 Cun offense ------ Critical power +5.00% Move Speed +20% Damage +9% mind +3% cold defense ------ Armor +4 Defense +10 (+5 eff.) Fatigue +7% Resistance +3% cold Mind save +11 (+5 eff.) Life +24.00 Life Regen +3.00 Healmod +11% A suit of armour made of leather. |
tundral quiver of yew arrows of persecution (16/16, 36-50 power, 10 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego] Nature/Disrupt Weapon Damage 36.0 - 50.4 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 16 On-ranged-hit +12 cold Damage Against +20% Unnatural +11% Unliving On-crit, radius 2 +11 cold Arrows are used with bows to pierce your foes to death. |
7 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. |
168 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. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Radiancereeve (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex offense ------ Critical power +20.00% defense ------ Armor +3 Defense +5 (+2 eff.) Resistance +5% physical other ------- EQ when Hit +0.04 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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. |
Obsidianzephyr2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +6% mind Ignore resists +5% darkness +5% acid defense ------ Resistance +3% blight +3% physical Crit Resistance 5.00% Pinning Resist +10% 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. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 144.53 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 144.53 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Smoldervice2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +5 Mag +4 Wil +1 Con offense ------ Damage +5% mind When Hit 2 fire defense ------ Crit Resistance 5.00% other ------- Light +3 See Invisibility +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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(52 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox&2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling&039;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&039;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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher&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. |
barbed pouch of steel shots (24/24, 30-36 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego+] Master Weapon Damage 30.0 - 36.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +11.5% Capacity 24 On Critical: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Eleldamina the Dourbiter [power 105] (14/15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +9% fire +6% arcane +3% darkness Ignore resists +5% arcane +5% fire defense ------ Resistance +9% darkness Blast the opponent&ORANGELASTLIGHT_GREENLASTORANGELASTLIGHT_GREENLASTLAST999900LAST999900LASTANTIQUE_WHITE |
iron torque of psionic shield &039; [power 23] (14/25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +3 Mag defense ------ Resistance +6% darkness other ------- Light +3 Infravision +3 Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force &039; [power 170] (14/15 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: defense ------ Resistance +9% acid +1% physical Mind save +6 (+3 eff.) Silence Resist +10% Pinning Resist +10% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 182 physical damage Puts all charms on 15 turn cooldown 100% to heal for 42. 100% to increase the duration of 1 beneficial effects by 2. 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Belerakira the elm wand of conjuration [power 105] (14/15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +1 Wil offense ------ Spellpower +10 (+2 eff.) defense ------ Spell save +3 (+1 eff.) other ------- Mana/turn +0.12 Fire a magical bolt dealing 123 cold damage Puts all charms on 15 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 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. |
8 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Glorp Rottballz the Ogre Writhing One level 10
3rd Summertide 122nd year of Ascendancy at 06:10 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Glorp Rottballz the Ogre Writhing One level 10
3rd Summertide 122nd year of Ascendancy at 06:09 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Glorp Rottballz the Ogre Writhing One level 20
55th Haze 122nd year of Ascendancy at 11:28 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Glorp Rottballz the Ogre Writhing One level 10
66th Dusk 122nd year of Ascendancy at 17:27 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Glorp Rottballz the Ogre Writhing One level 10
1st Dusk 122nd year of Ascendancy at 23:10 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Glorp Rottballz the Ogre Writhing One level 10
27th Dusk 122nd year of Ascendancy at 14:43 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Glorp Rottballz the Ogre Writhing One level 17
32nd Haze 122nd year of Ascendancy at 04:58 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Glorp Rottballz the Ogre Writhing One level 19
55th Haze 122nd year of Ascendancy at 07:31 see stats
Log
Burning Shock from Poleseth the shadowblade hits Glorp Rottballz for 15 fire damage.
Glorp Rottballz casts Ogric Wrath.
Glorp Rottballz enters an ogric frenzy.
Poleseth the shadowblade resists!
Worm that walks (servant of Glorp Rottballz) resists!
Glorp Rottballz&ROYAL_BLUELASTLAST039;s dazing lightning area effect hits Worm that walks (servant of Glorp Rottballz) for 9 lightning damage.
Worm that walks (servant of Glorp Rottballz) misses Poleseth the shadowblade.
Worm that walks (servant of Glorp Rottballz) misses Poleseth the shadowblade.
Thunderstorm hits Glorp Rottballz for 14 lightning damage.
Thunderstorm hits Worm that walks (servant of Glorp Rottballz) for 18 lightning damage.
Poleseth the shadowblade casts Fiery Grasp.
Poleseth the shadowblade&
Poleseth the shadowblade casts Lightning.
Glorp Rottballz resists the grasp!
Melee retaliation hits Poleseth the shadowblade for 1 temporal, 4 arcane (5 total damage).
Poleseth the shadowblade hits Glorp Rottballz for 6 fire, 76 fire, 11 temporal, 9 darkness, 65 lightning, 6 fire (171 total damage).
Character control switched to worm that walks (servant of Glorp Rottballz).
Burning from Poleseth the shadowblade hits Glorp Rottballz for 6 fire damage.
Burning from Poleseth the shadowblade killed Glorp Rottballz!
Poleseth the shadowblade resists!
Worm that walks (servant of Glorp Rottballz) resists!
Glorp Rottballz&ROYAL_BLUELASTLAST039;s dazing lightning area effect hits worm that walks (servant of Glorp Rottballz) for 17 lightning damage.
Thunderstorm hits worm that walks (servant of Glorp Rottballz) for 19 lightning damage.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 9.
Character control switched to Glorp Rottballz.
Poleseth the shadowblade hits Worm that walks (servant of Glorp Rottballz) for 65 physical damage.
Glorp Rottballz the level 20 ogre writhing one was squished to death by Poleseth the shadowblade on level 1 of The Maze.


































































































