











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Marauder |
| Level / Exp | 22 / 37% |
| Size | big |
| Lifes / Deaths | Killed by Silomira the white ooze at level 19 on the 61st Dusk 122nd year of Ascendancy at 10:03 / 2Killed by Gille the giant carpenter ant at level 22 on the 78th Haze 122nd year of Ascendancy at 18:28 |
| Antimagic | Follower |
Primary Stats
| Strength | 63 (base 43) |
| Dexterity | 46 (base 41) |
| Constitution | 16 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 29 (base 19) |
| Cunning | 20 (base 15) |
Resources
| Life | -84/597 |
| Stamina | 6/210 |
| Equilibrium | 30 |
| Healing Factor | 1.3645771506545 |
| Regeneration | 8.6650649066563 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 24.602579952692 |
| See Invisible | 24.602579952692 |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 49 |
| Crit Chance | 6% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 64 |
| Accuracy | 49 |
| Crit Chance | 8% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +8% |
| Nature | +8% |
| Mind | +16% |
| Physical | +14% |
| Cold | +18% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Cold | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 43.335093952971 (47.857809501309%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 11 |
| Physical Save | 43 |
| Spell Save | 35 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 13%( 70%) |
| All | + 7%( 70%) |
| Physical | + 17%( 70%) |
| Lightning | + 23%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 18%( 70%) |
| Mind | + 24%( 70%) |
| Darkness | + 24%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 45%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 72% |
| Disarm Resistance | 58% |
| Stun Resistance | 95% |
| Poison Resistance | 15% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 294 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 181 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 545% 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 Dexterity stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Strength 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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within3 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 | Lightningwill (0 def, 19 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +19 Resists +6% lightning +9% temporal Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +10 (+5 eff.) Stun/Frz- +20% A pair of boots made of leather. |
| Light source | Halagen2.0 T1 lite [Rare] Nature While equipped: Stats +3 Str +3 Dex dps ---------- Dmg.mod +6% physical Res.pen +5% physical Apr +1 ----- def ----- Phys.save +5 (+2 eff.) Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Relgatorin the dwarven-steel helm (0 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: ----- def ----- Armour +6 Fatigue +4% Resists +3% fire +12% mind +5% arcane Crit.chn- 15.00% Mind.save +15 (+6 eff.) Confus- +20% Pinning- +20% ---------- misc Mana/turn +0.16 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Chuchak (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +2 Con dps ---------- Crit.mult +10.00% Phys.pwr +6 (+2 eff.) Melee+ 8 mind Dmg.mod +5% mind Acc +6 (+2 eff.) Apr +8 ----- def ----- Armour +2 Resists +8% blight +6% mind +6% light Phys.save +12 (+4 eff.) Spell.save +19 (+8 eff.) Mind.save +4 (+2 eff.) Disarm- +28% ---------- misc Max.hate +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 25 cooldown Level 4.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Hailidol (dig speed 12 turns)3.0 T3 digger tool [Random Unique] Master/Psionic While equipped: Stats +4 Str +3 Dex dps ---------- Phys.crit +2.0% Phys.pwr +6 (+2 eff.) Mov.spd +10% Dmg.mod +11% mind +8% fire Res.pen +5% cold ----- def ----- Defense +10 (+3 eff.) Fatigue -5% Mind.save +7 (+4 eff.) Die.at -60.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | treant's gold ring of misery0.1 T3 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 15 physical Ranged+ 5 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 17 On Hit (Ranged): * 12% chance to reduce all saves and defense by 17 ----- def ----- Resists +6% nature +7% blight Poison- +15% Disease- +13% ---------- misc Hate/m.crit +1.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 17 cooldown Level 5.2 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%. Rings make your fingers look great! |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | grounding copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +11% lightning Stun/Frz- +23% Amulets make your neck look great! |
| In main hand | Fuleharafang the Balance's kiss (132% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 132% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +9% cold Acc +8 (+3 eff.) Melee Ret 4 nature ----- def ----- Defense +9 (+3 eff.) Resists +3% temporal +5% arcane +12% darkness Max.HP +60.00 Disarm- +30% Blunt and deadly. |
| Around waist | Winternail the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +9% cold ----- def ----- Resists +5% arcane +3% blight Max.HP +31.00 Confus- +20% Knockbk- +20% ---------- misc Light +2 A belt that goes around your waist. |
| In off hand | slime-covered steel longsword of projection (111% power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Disrupt/Psionic Power 111% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 7% chance to slow global speed by 42% * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. |
| Cloak | cashmere cloak 'Emunor' (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Defense +10 (+3 eff.) Resists +9% light +15% nature +5% arcane Phys.save +10 (+3 eff.) Spell.save +12 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Camilathalin the Shadowbolt (12 def, 14 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Disrupt While equipped: ----- def ----- Armour +14 Defense +12 (+4 eff.) Fatigue +12% Resists +6% acid +6% darkness +11% blight +6% cold +10% nature D.Red.from +7% Unnatural Die.at -20.00 life HP.reg +3.10 ---------- misc Stam/turn +0.80 Breathe water A suit of armour made of mail. |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% 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. |
healing infusion of the psychic (heal 98; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 98 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the psychic (heal 98; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 98 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 487%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 487% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 216; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 216 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 140 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 166 strength, based on Magic) for 5 turns. Uses 20 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Boltgash0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str +2 Wil +1 Con dps ---------- Dmg.mod +11% nature Melee Ret 6 lightning ----- def ----- Resists +28% nature ---------- misc Light +1 Rings make your fingers look great! |
marksman's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+3 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +35% Rings make your fingers look great! |
savior's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +10 (+5 eff.) HP.reg +3.00 Stun/Frz- +29% Rings make your fingers look great! |
elm magestaff 'Coalmistress' (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon Reqs Mag 11 [Rare] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +12% darkness +10% fire Res.pen +5% acid Melee Ret 10 acid On Hit (Melee): * 10% chance to reduce armor by 6% ----- def ----- Defense +6 (+2 eff.) Resists +12% darkness ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 1.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 28.14 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. |
Betyrin the ash vilestaff (118% power, 3 apr, acid element)5.0 T2 staff 2H weapon Reqs Mag 16 [Random Unique] Arcane Power 119% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+2 eff.) S.pwr/crit +3 Dmg.mod +19% acid +3% mind ----- def ----- Armour +4 Hardiness +2% Phys.save +3 (+1 eff.) Poison- +10% Knockbk- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Chamuhad (112% power, 10 apr)3.0 T1 greatsword 2H weapon [Rare] Arcane Power 112% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +2.5% Atk.spd 100% Phasing +17% While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +9% light Die.at -60.00 life Cut- +20% Stun/Frz- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Massive two-handed swords. |
River's Fury (125% power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 126% Range: 1.4x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+4 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 66 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 1.86 cold damage and 1.80 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Mardugachak the steel longsword (113% power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 113% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: dps ---------- Res.pen +16% physical Acc +10 (+4 eff.) Apr +5 ----- def ----- Armour +2 Defense +5 (+2 eff.) Disarm- +26% ---------- misc Stam/turn +2.00 Sharp, long, and deadly. |
dwarven-steel longsword 'Shineripper' (125% power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Nature Power 125% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 nature On Crit.r2 +4 light While equipped: Stats +1 Con +3 Wil dps ---------- Res.pen +20% light ---------- misc Light +2 See.Invis +3 Sharp, long, and deadly. |
flaming steel mace of vileness (103% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 blight On Hit.r1 +10 fire On Hit: * 9% chance to reduce strength, dexterity, and constitution by 5 Blunt and deadly. |
Eilinuma the Brightnaught (104% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Dex dps ---------- Res.pen +6% all Acc +17 (+6 eff.) Apr +6 ----- def ----- Armour +2 Defense +10 (+3 eff.) Resists +6% light ---------- misc Stam/turn +2.00 One-handed war axes. |
hateful steel waraxe of phasing (105% power, 8 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Psionic Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +4.0% Atk.spd 100% Phasing +10% Melee+ +7 darkness Against +8% Living One-handed war axes. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
focusing cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: Stats +4 Mag +5 Wil ----- def ----- Resists +9% blight +11% all Max.HP +58.00 HP.reg +2.60 Heal.mod +12% ---------- misc Mana/turn +0.18 Psi/turn +0.20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
steel mail armour 'Fogjeer' (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% darkness +12% blight +21% fire +5% mind +9% cold Mind.save +12 (+5 eff.) Disarm- +10% ---------- misc Light +2 A suit of armour made of mail. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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. |
Ulybar the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% light +6% fire Phys.save +18 (+6 eff.) Spell.save +6 (+3 eff.) Max.HP +38.00 Disease- +20% A belt that goes around your waist. |
noble's rough leather belt =+4 WIL=1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +18% Summoned ----- def ----- D.Red.from +17% Summoned A belt that goes around your waist. |
rough leather belt 'Xerabeth' =+4 CUN=1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +4 Cun +1 Str dps ---------- Dmg.mod +6% mind ----- def ----- Resists +6% acid +6% blight ---------- misc Light +3 A belt that goes around your waist. |
Buhek =+7 WIL=1.0 T3 belt armor [Rare] Disrupt While equipped: Stats +4 Str +4 Dex +7 Wil ----- def ----- Resists +7% acid +8% blight ---------- misc See.Invis +9 A belt that goes around your waist. |
linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +11% darkness +12% temporal Def/telep +11 Res/telep +10% Dur/telep +10% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+5 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
cashmere cloak 'Layutira' (2 def, 7 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +3 Wil +4 Cun +2 Con ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +19% cold Spell.save +5 (+3 eff.) ---------- misc Max.mana +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinuldalaith the pair of rough leather boots (5 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +1 Dex ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue -4% Phys.save +6 (+2 eff.) Die.at -80.00 life ---------- misc Max.enc +22 A pair of boots made of leather. |
Hiroddaromirab the Skytickler (0 def, 1 armour) =+4 CON, +5 CUN=2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +5 Cun +4 Con dps ---------- Melee Ret 2 lightning ----- def ----- Armour +1 Crit.chn- 15.00% Phys.save +12 (+4 eff.) Mind.save +11 (+5 eff.) A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc 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. |
Jetwire the pair of hardened leather boots (0 def, 3 armour) =+7 WIL=2.0 T3 feet armor [Rare] Nature While equipped: Stats +3 Cun +7 Wil dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Armour +3 Resists +8% lightning +5% temporal ---------- misc Max.hate +4.00 A pair of boots made of leather. |
pair of dwarven-steel boots 'Cuthyrab' (0 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.crit +4.0% Dmg.mod +9% physical Res.pen +20% physical Apr +6 ----- def ----- Armour +8 Fatigue +3% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Winterdream' (0 def, 4 armour) =+7 CON=3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +7 Con dps ---------- Mind.crit +5% Res.pen +15% cold ----- def ----- Armour +4 Fatigue +3% ---------- misc Equi/ret +0.04 Max.psi +10.00 Rush: Puts all charms on 21 cooldown Level 2.6 Pwr.cost 21 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Loriruigund the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +3 Mag dps ---------- Phys.crit +3.0% Melee+ 6 nature Dmg.mod +4% nature ----- def ----- Armour +1 Resists +6% nature +6% light +3% darkness ---------- misc Stam/turn +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Gerama the Tidepiety (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +3 Cun +3 Con dps ---------- Res.pen +10% temporal Acc +14 (+5 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Fatigue +3% Resists +8% darkness +9% cold Phys.save +17 (+6 eff.) Spell.save +4 (+2 eff.) Mind.save +11 (+5 eff.) Disarm- +50% ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Huragen' (1 def, 0 armour) =+5 WIL=2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Dex +5 Wil +1 Con ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+2 eff.) ---------- misc See.Invis +9 A pointy cloth hat, very wizardly... |
Salyma (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% light Max.HP +20.00 Blind- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
defender's iron helm (5 def, 8 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +5% Resists +3% all Phys.save +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of the depths (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +7% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of constitution (+3) (0 def, 4 armour) =+3 CON=3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(83 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Infernopiety' =+4 CON=2.0 T1 lite [Rare] Master While equipped: Stats +2 Dex +4 Con dps ---------- Crit.mult +5.00% Acc +5 (+2 eff.) Melee Ret 4 fire ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Offalspire'2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +18% nature Res.pen +10% nature ----- def ----- Resists +12% acid +6% light +9% darkness ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Smoldersun'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +25% fire On Hit (Melee): * 20% chance to slow global speed by 42% * 20% chance to reduce damage dealt by 14% ----- def ----- Resists +9% fire Phys.save +6 (+2 eff.) Heal.mod +12% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of focus =+4 WIL=2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 21 out of 25/25. Range 5 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 34.84 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 34.84 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. |
Poluriamina the Airwinnow (dig speed 29 turns) =+8 CUN=3.0 T3 digger tool [Rare] Master While equipped: Stats +8 Cun +5 Str dps ---------- Mind.crit +2% Melee Ret 2 lightning ----- def ----- Fatigue -6% Mind.save +9 (+4 eff.) ---------- misc Max.psi +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of Reknor (dig speed 15 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Resists +7% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Stabby Stab the Krog Marauder level 17
26th Dusk 122nd year of Ascendancy at 06:36 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Stabby Stab the Krog Marauder level 13
3rd Dusk 122nd year of Ascendancy at 22:52 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Stabby Stab the Krog Marauder level 10
2nd Mirth 122nd year of Ascendancy at 21:15 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Stabby Stab the Krog Marauder level 20
61st Dusk 122nd year of Ascendancy at 15:50 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Stabby Stab the Krog Marauder level 22
78th Dusk 122nd year of Ascendancy at 17:40 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Stabby Stab the Krog Marauder level 6
77th Pyre 122nd year of Ascendancy at 14:56 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Stabby Stab the Krog Marauder level 21
67th Dusk 122nd year of Ascendancy at 13:52 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Stabby Stab the Krog Marauder level 16
14th Dusk 122nd year of Ascendancy at 19:46 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Stabby Stab the Krog Marauder level 19
61st Dusk 122nd year of Ascendancy at 10:04 see stats
Log
Gille the giant carpenter ant hits Stabby Stab for 278 mind damage.
Stabby Stab's Inner Demon slows down.
Stabby Stab's Inner Demon misses Stabby Stab.
Stabby Stab's Inner Demon misses Stabby Stab.
Talent Bleeding Edge is ready to use.
Stabby Stab's Inner Demon uses Bleeding Edge.
Stabby Stab slows down.
Stabby Stab's is vulnerable to attacks and effects!
Stabby Stab is cut deeply.
Stabby Stab's Inner Demon hits Stabby Stab for 39 physical, 9 physical, 4 mind, (22 parried), 23 physical, 9 physical, 2 mind (86 total damage).
Greater Weapon Focus from Stabby Stab's Inner Demon hits Stabby Stab for 40 physical, 9 physical, 2 mind (50 total damage).
Waking Nightmare from Gille the giant carpenter ant hits Stabby Stab for (18 antimagic), 0 darkness (0 total damage).
Melee retaliation hits Stabby Stab's Inner Demon for (1 antimagic), 0 nature, (1 antimagic), 0 nature, (1 antimagic), 0 nature (0 total damage).
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Stabby Stab uses Dual Strike.
Gille the giant carpenter ant slows down.
Stabby Stab misses Stabby Stab's Inner Demon.
Gille the giant carpenter ant is stunned!
Stabby Stab performs a melee critical strike against Gille the giant carpenter ant!
Gille the giant carpenter ant converts some damage to Psi!
Stabby Stab hits Gille the giant carpenter ant for (42 to psi shield), 22 to psi, 29 physical, (8 to psi shield), 4 to psi, 6 physical, 1 to psi, 1 mind, (83 to psi shield), 51 to psi, 66 physical, (9 to psi shield), 5 to psi, 6 physical, 1 to psi, 1 mind (194 total damage).
Gille the giant carpenter ant converts some damage to Psi!
Melee retaliation hits Gille the giant carpenter ant for (1 to psi shield), 1 to psi, 1 nature (2 total damage).
Gille the giant carpenter ant's Beyond the Flesh hits Stabby Stab for 25 physical, 3 mind, (1 antimagic), 0 darkness, 8 physical (36 total damage).
Gille the giant carpenter ant uses Telekinetic Smash.
Gille the giant carpenter ant performs a melee critical strike against Stabby Stab!
Gille the giant carpenter ant converts some damage to Psi!
Melee retaliation hits Gille the giant carpenter ant for (1 to psi shield), 1 to psi, 1 nature, (1 to psi shield), 1 to psi, 1 nature, (1 to psi shield), 1 to psi, 1 nature (5 total damage).
Gille the giant carpenter ant hits Stabby Stab for 5 mind, 3 mind, (1 antimagic), 0 darkness, 8 physical, 8 mind (25 total damage).
Stabby Stab the level 22 krog marauder was psyched to death by Gille the giant carpenter ant on level 1 of Old Forest.


























































































































