











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 | Sun Paladin |
| Level / Exp | 21 / 45% |
| Size | big |
| Lifes / Deaths | Killed by Ivylekira the sand-drake at level 21 on the 68th Haze 122nd year of Ascendancy at 06:19 / 1 |
Primary Stats
| Strength | 64 (base 46) |
| Dexterity | 14 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 82 (base 46) |
| Willpower | 16 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -37/632 |
| Positive | 24/110 |
| Stamina | 135/175 |
| Healing Factor | 1.1372895330004 |
| Regeneration | 0.2843223832501 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 46 |
| Crit Chance | 44% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +11% |
| Light | +10% |
| Blight | +28% |
| Nature | +15% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 27 (30%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 22 |
| Physical Save | 29 |
| Spell Save | 42 |
| Mental Save | 17 |
Defense: Resistances
| Blight | 17%( 70%) |
| Cold | 15%( 70%) |
| All | 0%( 70%) |
| Darkness | 22%( 70%) |
| Light | 33%( 70%) |
| Temporal | 6%( 70%) |
| Mind | 6%( 70%) |
| Fire | 10%( 70%) |
| Lightning | 20%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 29% |
| Bleed Resistance | 0% |
| Stun Resistance | 0% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 392 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 203 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: BlinkUse mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous 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 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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: lone alchemist (level 1 of Ruins of Kor'Pul) | done |
Escort: lost defiler (level 2 of Ruins of Kor'Pul) | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.&WHITESLATE039;Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.&WHITELIGHT_GREEN039;ve found the needed warg claw. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * &039;t do. I need one freshly carved off.&WHITESLATE039;Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.&WHITESLATE039;Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don&039; Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * &039; * &039; * &039; Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * &039; * &039;re smaller and easier to remove, but they&039;t poke yourself. Oh yes, and don&039; * You& | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Yarylatir (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +7 Str +2 Mag +2 Wil +2 Con offense ------ When Hit 6 acid defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | 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.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | linen wizard hat &039; (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +3 Mag +1 Wil offense ------ Damage +11% blight defense ------ Defense +1 (+1 eff.) Resistance +11% blight Crit Resistance 10.00% other ------- Light +1 A pointy cloth hat, very wizardly... |
| On hands | steady hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +9 (+3 eff.) Accuracy +7 (+3 eff.) defense ------ Armor +2 Physical save +7 (+4 eff.) Mind save +6 (+4 eff.) Disarm Resist +29% 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. |
| Tool | 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. |
| On fingers | wizard&0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag offense ------ Physical Power +6 (+2 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+3 eff.) defense ------ Spell save +4 (+1 eff.) Rings make your fingers look great! |
| On fingers | wizard&0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Spell save +6 (+2 eff.) Rings make your fingers look great! |
| Around neck | Tychak0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +6 Lck +2 Con offense ------ Physical Power +20 (+5 eff.) Accuracy +6 (+2 eff.) defense ------ Defense +6 (+2 eff.) Resistance +3% light Resist unseen 11% Amulets make your neck look great! |
| In main hand | Corpathus (40-56 power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Master/Unknown Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +24.0% Attack Speed 100% On-hit +18 draining blight On Critical: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Critical power +36.00% Damage +5% blight defense ------ Cut Resist -25% other ------- Max vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| Around waist | Salilema1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +6.00% Physical Power +4 (+1 eff.) defense ------ Defense +5 (+2 eff.) Resistance +6% blight Physical save +3 (+2 eff.) Life +60.00 Disease Resist +10% A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+3 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Pussweeper (21 def, 8 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) Damage +15% nature defense ------ Armor +8 Defense +21 (+7 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | hardened leather armour &039; (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Arcane While equipped: Stats +5 Str +9 Mag +5 Wil offense ------ Physical Crit +4.0% Spell Crit +6% Mind Crit +6% Physical Power +17 (+5 eff.) Spellpower +15 (+5 eff.) Mindpower +16 (+8 eff.) Damage +12% blight On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +14% lightning +6% mind Crit Resistance 5.00% other ------- Light +3 A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the sneak (speed 463%; cd 18)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 463% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 650%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 650% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 wizard (heal 569; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 569 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 19%; mental, magical; dur 4; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 23%; magical, physical; dur 2; 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 cure yourself of one random magical and physical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
shielding rune (absorb 83; dur 4; cd 14)0.1 Encumbrance rune scroll [Normal] 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 83 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 112; dur 3; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 112 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 555; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 555 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the sneak (range 36; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 36 with a minimum range of 15. 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. |
copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
restful copper amulet of mastery (0.11 Celestial / Combat)0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life Regen +2.00 other ------- Masteries +0.11 Celestial/Combat Amulets make your neck look great! |
starlit copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% light +10% darkness Blind Resist +20% Amulets make your neck look great! |
Aerimira the Bleakquencher0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex offense ------ Damage +15% darkness Ignore resists +20% lightning +15% darkness Accuracy +6 (+2 eff.) Rings make your fingers look great! |
Polymina the Smoldercrypt0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Spell Crit +1% Spellpower +5 (+1 eff.) Damage +3% temporal +12% darkness +12% arcane defense ------ Resistance +24% darkness +3% fire Rings make your fingers look great! |
copper ring &039;0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% nature +6% arcane Ignore Shields +30% On-Hit (Melee): * 10% chance to slow global speed by 45% defense ------ Resistance +3% acid +1% physical +22% nature other ------- Mana/turn +0.12 Rings make your fingers look great! |
gold ring of tenacity0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: defense ------ Life +27.00 Disarm Resist +28% Pinning Resist +25% Knockbk Resist +20% Rings make your fingers look great! |
rogue&0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun defense ------ Defense +6 (+2 eff.) Blind Resist +22% other ------- Infravision +3 See Stealth +6 See Invisibility +5 Rings make your fingers look great! |
savior&0.1 Encumbrance T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +2 Cun offense ------ On-Hit 10 physical On-Ranged-Hit 9 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 19 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 19 defense ------ Physical save +7 (+4 eff.) Spell save +8 (+2 eff.) Mind save +6 (+4 eff.) other ------- Hate-on-crit +2.00 Max hate +5.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Drake&3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Master Weapon Damage 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +2.0% Attack Speed 100% Damage Against +25% Dragon While equipped: Stats +6 Str defense ------ Resist Against +25% Dragon Physical save +9 (+5 eff.) Stun Resist +20% Knockbk Resist +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm& |
Earefang the Frozenwrither (30-44 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Rare] Master Weapon Damage 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +16 cold On-Hit, radius 1 +12 nature On-crit, radius 2 +20 cold On Critical: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +10.0% Physical Power +12 (+3 eff.) Damage +3% cold defense ------ Resistance +6% fire Massive two-handed battleaxes. |
Stormfront (30-45 power, 15 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Nature Weapon Damage 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% On-hit +15 lightning +15 cold On Critical: * inflicts either shocked or wet, chosen at random While equipped: offense ------ Damage +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
balanced dwarven-steel battleaxe of erosion (33-50 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego] Nature/Master Weapon Damage 33.0 - 49.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +14 nature While equipped: offense ------ Accuracy +10 (+4 eff.) defense ------ Defense +7 (+3 eff.) Disarm Resist +39% Massive two-handed battleaxes. |
balanced dwarven-steel battleaxe of evisceration (32-47 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Master Weapon Damage 31.5 - 47.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Critical: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +13.0% Physical Power +7 (+2 eff.) Accuracy +10 (+4 eff.) defense ------ Defense +9 (+3 eff.) Disarm Resist +34% Massive two-handed battleaxes. |
Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Spectral Blade (26-42 power, 25 apr)0.1 Encumbrance T2 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +25 Critical Rate +3.0% Attack Speed 111% On-hit +15 arcane On-crit, radius 2 +30 arcane silence While equipped: offense ------ Spellpower +5 (+1 eff.) other ------- Mana/turn +0.50 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
iron greatsword (16-26 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 16.5 - 26.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
arcing iron longsword of vileness (11-15 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +6 blight On Hit: * 6% chance to reduce strength, dexterity, and constitution by 26 * 25% chance for lightning to strike from the target to a second target dealing 92 damage Sharp, long, and deadly. |
balanced iron longsword of erosion (13-18 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Nature/Master Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +5 nature While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +20% Sharp, long, and deadly. |
elemental steel longsword of massacre (18-26 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego+] Arcane/Master Weapon Damage 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * Create an explosion dealing 92 lightning damage (1/turn) While equipped: offense ------ Damage +10% lightning Ignore resists +8% lightning Sharp, long, and deadly. |
steel longsword &039; (16-22 power, 16 apr)3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Arcane/Master Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +16 Critical Rate +3.0% Attack Speed 100% Ignore Shields +12% On-hit +4 blight On Hit: * Create an explosion dealing 92 lightning damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Mag +3 Con offense ------ Physical Crit +7.0% Damage +9% lightning Ignore resists +5% lightning other ------- Infravision +1 Sharp, long, and deadly. |
Layithra (46-64 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Random Unique] Nature/Master Weapon Damage 45.5 - 63.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +18 nature On Critical: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Con offense ------ Physical Crit +10.0% Physical Power +22 (+6 eff.) Ignore resists +8% physical On-Hit (Melee): * 20% chance to slow global speed by 45% defense ------ Resistance +5% arcane +3% temporal +3% nature +6% darkness Disarm Resist +24% Blunt and deadly. |
Poleyath (12-16 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Nature Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +6 nature While equipped: Stats +2 Str +3 Wil +3 Cun offense ------ Physical Power +15 (+4 eff.) defense ------ Physical save +6 (+3 eff.) Blunt and deadly. |
iron mace (12-17 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Normal] Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% Blunt and deadly. |
harmonious vined mindstar of resolve (5-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 5.0 - 5.5 Nature 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: Stats +3 Wil offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +3% nature Ignore resists +3% nature defense ------ Resistance +2% nature Spell save +2 (+0 eff.) other ------- Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony 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. |
Eldoral Last Resort4.0 Encumbrance T3 sling 1H weapon Reqs Dex 26 Shoot [Unique] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 118% Range +10 While equipped: Stats +3 Cun +4 Dex offense ------ Damage +15% physical other ------- Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don&LIGHT_GREENLASTLIGHT_GREENLASTWHITEANTIQUE_WHITE039;May the wielder be granted cunning in his fight against the darkness& |
Belille (15-18 power, 3 apr, physical element)5.0 Encumbrance T2 staff 1H weapon [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +5 Con offense ------ Physical Crit +7.0% Spell Crit +5% Physical Power +17 (+5 eff.) Spellpower +12 (+4 eff.) Damage +15% physical Accuracy +7 (+3 eff.) Ignore Armor +2 defense ------ Life +20.00 Silence Resist +20% other ------- Stamina/turn +2.00 Max stamina +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal yew magestaff of wizardry (20-24 power, 4 apr, lightning 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: Stats +4 Mag +2 Wil offense ------ Spell Crit +3% Critical power +21.00% Spellpower +19 (+6 eff.) On-Hit 15 fire Damage +20% lightning other ------- Max mana +28.00 See Invisibility +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew magestaff of fate (24-29 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 24.0 - 28.8 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 +7% Spellpower +12 (+4 eff.) Damage +24% lightning defense ------ Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +7 (+5 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of channeling (20-24 power, 4 apr, darkness 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 (+6 eff.) Damage +20% darkness other ------- Mana/turn +0.10 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. |
Rainthorn the iron waraxe (11-15 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Arcane Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +4 mind +20 blight On-Hit, radius 1 +6 fire On-crit, radius 2 +4 mind While equipped: offense ------ Damage +6% blight +6% cold One-handed war axes. |
balanced iron waraxe of erosion (13-18 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Nature/Master Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 nature While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +5 (+2 eff.) Disarm Resist +22% One-handed war axes. |
chilling iron waraxe (12-18 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +8 cold One-handed war axes. |
Gudhetha the Flowerripper1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Wil offense ------ Damage +3% nature Ignore resists +10% darkness On-Hit (Melee): * 20% chance to slow global speed by 45% defense ------ Life +32.00 other ------- Infravision +2 A belt that goes around your 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. |
Xara the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Con offense ------ Physical Power +30 (+8 eff.) Damage +3% mind On-Hit (Melee): * 20% chance to reduce armor by 36% defense ------ Life Regen +1.20 Healmod +10% A belt that goes around your waist. |
cleansing rough leather belt1.0 Encumbrance T1 belt armor [Ego] Disrupt While equipped: defense ------ Resistance +5% acid +6% blight A belt that goes around your waist. |
grounding hardened leather belt1.0 Encumbrance T3 belt armor [Ego] Nature While equipped: defense ------ Resistance +7% lightning +7% temporal A belt that goes around your waist. |
hardened leather belt1.0 Encumbrance T3 belt armor [Normal] A belt that goes around your waist. |
insulating hardened leather belt1.0 Encumbrance T3 belt armor [Ego] Master While equipped: defense ------ Resistance +7% fire +7% cold A belt that goes around your waist. |
noble&1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil offense ------ Against +17% Summoned defense ------ Resistance +6% blight Resist Against +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
ravager&1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: offense ------ Physical Power +3 (+1 eff.) Damage +5% physical Ignore resists +5% physical defense ------ Spell save +6 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
Brodaregodir (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Accuracy +20 (+7 eff.) defense ------ Defense +2 (+1 eff.) Fatigue -6% Resistance +5% arcane +12% light Physical save +6 (+3 eff.) Mind save +3 (+3 eff.) Life +40.00 Life Regen +4.00 Pinning Resist +10% other ------- Max stamina +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elonn (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Physical Power +10 (+3 eff.) Spellpower +5 (+1 eff.) Spellpower/crit +6 Damage +18% arcane Ignore resists +10% blight defense ------ Defense +2 (+1 eff.) other ------- Max mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Neriserin the linen cloak (1 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Armor +2 Defense +1 (+1 eff.) Physical save +6 (+3 eff.) Mind save +9 (+6 eff.) Life +30.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak &039; (21 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str offense ------ Critical power +10.00% Ignore resists +20% lightning Ignore Armor +1 defense ------ Defense +21 (+7 eff.) Physical 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. |
linen cloak &039; (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +8 Cun +2 Dex offense ------ Damage +6% light Accuracy +4 (+2 eff.) Ignore Armor +4 When Hit 2 light defense ------ Defense +1 (+1 eff.) other ------- Light +1 Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak &039; (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Wil +1 Con defense ------ Defense +6 (+2 eff.) Crit Resistance 15.00% Physical save +5 (+3 eff.) other ------- See Invisibility +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the hunter (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Nature While equipped: offense ------ Accuracy +17 (+6 eff.) defense ------ Defense +1 (+1 eff.) Fatigue -5% Life +42.00 other ------- Max stamina +11.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emylle the Dawnbearer (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Arcane While equipped: offense ------ Damage +14% acid +16% physical +9% light +12% blight +10% fire +5% cold When Hit 4 blight defense ------ Resistance +11% acid +16% physical +3% lightning +3% blight +12% cold +13% fire +11% all other ------- Light +2 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+4 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 19.47 to 24.33 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
elven-silk robe &039; (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Nature While equipped: offense ------ Damage +10% acid +30% nature +3% arcane Ignore resists +20% cold When Hit 6 arcane defense ------ Resistance +15% acid +17% blight +9% cold +45% nature +15% all Life +100.00 Life Regen +4.10 Healmod +29% Disease Resist +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. It was changed by the digestive sack. |
Demonwrither (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Con offense ------ Ignore resists +10% darkness defense ------ Armor +4 Fatigue +3% Resistance +6% acid +6% fire +9% light Physical save +14 (+7 eff.) Mind save +22 (+12 eff.) Life +60.00 Life Regen +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of dwarven-steel boots &039; (20 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Dex offense ------ Ignore resists +10% acid +5% physical defense ------ Armor +4 Defense +20 (+7 eff.) Fatigue +3% Resistance +2% physical other ------- Stamina/turn +3.00 Max stamina +20.00 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 1.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 69% 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& |
pair of rough leather boots &039; (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex offense ------ Damage +9% physical Ignore resists +5% physical defense ------ Armor +1 Crit Resistance 5.00% Stun Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +0.30 Max stamina +11.00 A pair of boots made of leather. |
pair of rough leather boots &039; (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Mag offense ------ Ignore Shields +30% defense ------ Armor +1 Fatigue -5% Resistance +3% darkness Physical save +6 (+3 eff.) other ------- Encumbrance +25 A pair of boots made of leather. |
blighted rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ On-Hit 5 blight Damage +3% blight Accuracy +10 (+4 eff.) defense ------ Armor +1 Resistance +5% blight 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. |
steady dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex offense ------ Accuracy +15 (+5 eff.) defense ------ Armor +2 Fatigue +3% Physical save +5 (+3 eff.) Mind save +8 (+5 eff.) Disarm Resist +25% 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. |
Frostwalker the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +2 Str offense ------ Damage +21% physical Ignore Armor +1 defense ------ Defense +2 (+1 eff.) Resistance +15% cold +6% fire +2% physical other ------- EQ when Hit +1.40 Psi when Hit +0.90 Hate when Hit +1.00 A pointy cloth hat, very wizardly... |
Scumorder (5 def, 10 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Con offense ------ Damage +15% nature When Hit 6 mind defense ------ Armor +10 Defense +5 (+2 eff.) Fatigue +3% Resistance +6% acid +7% lightning +6% cold +7% fire +4% all Physical save +8 (+4 eff.) A cap made of leather. |
linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Defense +1 (+1 eff.) Resistance +16% lightning A pointy cloth hat, very wizardly... |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
cleansing steel mail armour of fire resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Disrupt/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +12% blight +19% fire +12% nature A suit of armour made of mail. |
dwarven-steel mail armour of command (8 def, 13 armour)14.0 Encumbrance T3 heavy armor [Ego+] Psionic While equipped: Stats +3 Cun defense ------ Armor +13 Defense +8 (+3 eff.) Fatigue +12% Mind save +13 (+8 eff.) A suit of armour made of mail. |
dwarven-steel mail armour of command (10 def, 13 armour)14.0 Encumbrance T3 heavy armor [Ego+] Psionic While equipped: Stats +2 Cun defense ------ Armor +13 Defense +10 (+4 eff.) Fatigue +12% Mind save +12 (+7 eff.) A suit of armour made of mail. |
steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Normal] While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron plate armour &039; (0 def, 9 armour)17.0 Encumbrance T1 massive armor [Rare] Nature While equipped: offense ------ Critical power +10.00% Damage +12% physical Ignore resists +10% physical Accuracy +5 (+2 eff.) defense ------ Armor +9 Fatigue +22% Resistance +6% acid +5% physical +5% fire +6% lightning +6% cold Disarm Resist +20% Stun Resist +21% Knockbk Resist +21% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
icy steel shield of cold resistance (+15%) (0 def, 4 armour, 17-20 power, 42 block)7.0 Encumbrance T2 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 17.0 - 20.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +42 While equipped: offense ------ On-Hit 9 cold When Hit 3 ice defense ------ Armor +4 Fatigue +8% Resistance +15% cold other ------- Talents +1 Block Handheld deflection devices. |
5 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. |
70 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. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Winterriver the iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +3 Str offense ------ Damage +6% nature +3% physical Ignore Armor +2 defense ------ Defense +15 (+5 eff.) Resistance +10% nature +9% cold While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe &039; (dig speed 20 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex defense ------ Resistance +6% mind Life +20.00 other ------- Max stamina +16.00 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe &039; (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +4 Str offense ------ Physical Crit +2.0% Critical power +15.00% Damage +3% light Ignore Armor +6 defense ------ Armor +6 Defense +10 (+4 eff.) While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 4.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
miner&3.0 Encumbrance T3 digger tool [Ego] Master While equipped: Stats +2 Str other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Aeroyamira1.0 Encumbrance T3 lite [Random Unique] Master While equipped: defense ------ Defense +5 (+2 eff.) Resistance +1% physical Mind save +6 (+4 eff.) Disarm Resist +20% Knockbk Resist +10% other ------- Light +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern &039;2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +5 Str +1 Con offense ------ Damage +6% mind defense ------ Crit Resistance 10.00% Life +45.00 other ------- Light +3 Infravision +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +40.00 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. |
watchleader&2.0 Encumbrance T1 lite [Ego+] Master While equipped: defense ------ Blind Resist +22% Confus Resist +12% other ------- Light +7 See Stealth +6 See Invisibility +7 Track: Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 6 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+6 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
cleansing ash totem of thorny skin [power 25] (20 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 20 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
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. |
Xerebeth the Glowmalice [power 266] (15 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +1 Str +2 Mag +6 Con offense ------ Ignore resists +20% light other ------- Infravision +1 Create a radius 3 storm for 5 turns. Each turn, creatures within take 53 lightning damage and will be dazed for 1 turn (266 total damage) Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of clairvoyance [power 9] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 77 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
3 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. |
3 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 Gorzrael the Ogre Sun Paladin level 9
9th Flare 122nd year of Ascendancy at 17:31 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Gorzrael the Ogre Sun Paladin level 10
5th Dusk 122nd year of Ascendancy at 09:44 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Gorzrael the Ogre Sun Paladin level 20
76th Dusk 122nd year of Ascendancy at 15:25 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Gorzrael the Ogre Sun Paladin level 20
30th Haze 122nd year of Ascendancy at 05:43 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Gorzrael the Ogre Sun Paladin level 21
68th Haze 122nd year of Ascendancy at 03:26 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Gorzrael the Ogre Sun Paladin level 8
1st Summertide 122nd year of Ascendancy at 01:38 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Gorzrael the Ogre Sun Paladin level 12
25th Dusk 122nd year of Ascendancy at 14:29 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Gorzrael the Ogre Sun Paladin level 17
63rd Dusk 122nd year of Ascendancy at 23:47 see stats
Log
Shield of Light hits Bloated ooze for 16 light damage.
Shield of Light hits Ivylekira the sand-drake for (16 antimagic), 0 light (0 total damage).
Shield of Light hits Adobrevena the black ooze for 35 light, 2 cold, 59 light, 13 light (109 total damage).
Weapon of Wrath hits Adobrevena the black ooze for 129 fire damage.
Gorzrael receives 1 healing from Adobrevena the black ooze.
Gorzrael slows down.
Weapon of Wrath killed Adobrevena the black ooze!
Ivylekira the sand-drake&fbd578LASTSLATELASTLIGHT_GREENLAST0 total damage).
Ivylekira the sand-drake misses Gorzrael.
Ivylekira the sand-drake misses Gorzrael.
Talent Assault is ready to use.
Poison from Ivylekira the sand-drake hits Gorzrael for (126 absorbed), 0 nature (0 total damage).
Ivylekira the sand-drake shoves Bloated ooze aside.
Your shield crumbles under the damage!
The shield around Gorzrael crumbles.
Gorzrael&
Melee retaliation hits Ivylekira the sand-drake for (14 antimagic), 0 light, (4 antimagic), 0 acid, (14 antimagic), 0 light, (4 antimagic), 0 acid (0 total damage).
Gorzrael receives 34 healing from Shield of Light.
Ivylekira the sand-drake hits Gorzrael for (72 absorbed), 0 nature, (68 absorbed), 0 mind (0 total damage).
Poison from Ivylekira the sand-drake hits Gorzrael for (37 absorbed), 89 nature (89 total damage).
Gorzrael casts Bathe in Light.
Gorzrael&
Ivylekira the sand-drake misses Gorzrael.
Melee retaliation hits Ivylekira the sand-drake for (14 antimagic), 0 light, (4 antimagic), 0 acid (0 total damage).
Shield of Light hits Gorzrael for 18 healing, 18 healing (0 total damage) [35 healing].
Ivylekira the sand-drake hits Gorzrael for 65 mind damage.
Poison from Ivylekira the sand-drake hits Gorzrael for 126 nature damage.
Gorzrael the level 21 ogre sun paladin was splurged to death by Ivylekira the sand-drake on level 2 of Sandworm lair.



















































































































