












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Drake-Infused Forgiveness 1.3.0Modifies the Drake-Infused Blood talent so that canceling out of the Drake Aspect dialog does not consume accumulated kills. Alchemist Notifications 1.3.0Pops up a notification when you collect all the ingredients for an elixir in the Brotherhood of Alchemists quest. Also available as part of the ZOmnibus Addon Pack. Verbose Crystal Resonance 1.5.0Improves the description of the Crystal Resonance effect triggered by Mindslayers' Matter is Energy talent, adding a description of the actual effects conferred based on the consumed gem. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.6.0This 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 Ashes of Urh'Rok 1.6.7Official 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:
Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ruined Cave Floor Sort 1.3.0Modifies Embers of Rage's Ruined Cave to sort items dropped on the floor, similar to the Sher'Tul Fortress storage room. Forbidden Cults 1.6.7Official 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.
EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Better Item Description 1.6.6This 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 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: Automatic Talent Gambits (Improved) 1.5.10(Original addon by Alzrius) Allows customization of automatic talent usage in the style of FF XII gambits. Additional functionality: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Doomed |
| Level / Exp | 33 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 33 on the 24th Gold 123rd year of Ascendancy at 06:22 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 20 (base 10) |
| Magic | 14 (base 16) |
| Willpower | 50 (base 40) |
| Cunning | 66 (base 60) |
Resources
| Life | -71/907 |
| Hate | 100/100 |
| Equilibrium | 66 |
| Psi | 155/158 |
| Healing Factor | 1.0659672647717 |
| Regeneration | 14.631738531338 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 3 |
| See Invisible | 18 |
Offense: Mainhand
| Damage | 19 |
| Accuracy | 51 |
| Crit Chance | 22% |
| APR | 38 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 21 |
| Accuracy | 51 |
| Crit Chance | 22% |
| APR | 44 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | -21% |
| Acid | -21% |
| Light | -21% |
| Darkness | -21% |
| Cold | -27% |
| Lightning | -30% |
| Mind | +7% |
| All | -36% |
Offense: Damage Penetration
| Physical | +10% |
| Lightning | +15% |
| Mind | +15% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 50 (60%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 7 |
| Physical Save | 67 |
| Spell Save | 59 |
| Mental Save | 65 |
Defense: Resistances
| Acid | + 52%( 70%) |
| Blight | + 24%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 31%( 70%) |
| All | + 11%( 70%) |
| Physical | -66%( 70%) |
| Lightning | + 14%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 14%( 70%) |
| Mind | + 11%( 70%) |
| Darkness | + 39%( 70%) |
| Fire | + 11%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Teleport Resistance | 10% |
| Confusion Resistance | 45% |
| Fear Resistance | 50% |
| Stun Resistance | 76% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 90% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 371 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 174 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 550% 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. |
Class Talents
| Cursed / Darkness | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Punishments | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cursed / Force of will | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Range Amplification Device |
| talent | Call Shadows |
| talent | Shadows Empathy |
| talent | Deflection |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +4% critical damage, +5% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| detrimental effect | The target physical resistance is reduced by 86%. Lowered physical resistance |
| beneficial effect | Bokylar is feeding from Adurin the corrupted protoplasmic controller. Feeding |
| beneficial effect | You gain 46% resistance against acid and fire. Resolve |
| detrimental effect | Reduces all damage done by 45% and increase all detrimental effects durations by 6 turns on application. Covered in Gastric Fluids |
| detrimental effect | The target fire resistance is reduced by 86%. Lowered fire resistance |
| beneficial effect | You have the ingredients for the following alchemist elixirs: Brotherhood of Alchemists· Stire of Derth's elixir of avoidance · Marus of Elvala's elixir of the savior |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+26% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+10% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 failed to protect the lone alchemist from death by Aramita the yellow ooze. Escort: lone alchemist (level 1 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Bokylar. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by Cyrosebeth the dire wolf. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 237. | 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. * 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 needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed hummerhorn wing. * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed warg claw. * You've found the needed ritch stinger. Agrimley the hermit has completed an elixir of serendipity 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 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.' * You've found the needed ice ant stinger. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed chunk of ghoul flesh. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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 have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Arifast the Chargehunt (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind +9% cold Res.pen +15% lightning +15% mind Melee Ret 6 mind ----- def ----- Armour +4 Fatigue -3% Resists +3% mind Phys.save +8 (+2 eff.) ---------- misc Max.enc +38 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 111, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 193.85 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Mardasin (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Dex +2 Con dps ---------- Mind.crit +4% Phys.pwr +10 (+5 eff.) Mind.pwr +4 (+2 eff.) Res.pen +10% physical Acc +25 (+9 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +2 (+0 eff.) Resists +5% arcane +6% fire Phys.save +15 (+4 eff.) ---------- misc Psi/turn +0.19 A pointy cloth hat, very wizardly... |
| On hands | heroic hardened leather gloves of archery (0 def, 6 armour)1.0 T2 hands armor [Ego++] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Acc +7 (+3 eff.) Apr +9 ----- def ----- Armour +6 Mind.save +6 (+1 eff.) Max.HP +48.00 Unarmed combat: Power 124% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Acc +13 Apr +10 Crit +3.0% Atk.spd 100% On Hit: 10% Battle Shout 3 On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Gegachik [power 188] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +12% blight +5% arcane Sting an enemy dealing 148 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Halogorn0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind Acc +9 (+3 eff.) Apr +11 ----- def ----- Armour +2 Defense +42 (+11 eff.) Resists +15% fire Phys.save +12 (+3 eff.) HP.reg +4.00 Silence- +20% Teleport- +10% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 125% 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. Rings can have magical properties. |
| On fingers | Nimbusknight the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +6% lightning Melee Ret 6 cold ----- def ----- Crit.dmg- 10.00% HP.reg +3.00 Stun/Frz- +26% ---------- misc Light +3 Infravis +3 See.Invis +18 Rings can have magical properties. |
| Around neck | Xanythra the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Lck dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Resists +3% blight +3% temporal +5% arcane +3% lightning Phys.save +11 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +14 (+3 eff.) Unseen.red 13% ---------- misc Masteries +0.13 Cursed/Fears Amulets can have magical properties. |
| In main hand | Xanona the Woebreak (Madness) (87% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +8 physical On Hit: * 20% chance to reduce damage dealt by 26% While equipped: dps ---------- Mind.crit +6% Mind.pwr +4 (+2 eff.) ----- def ----- Defense +25 (+7 eff.) Phys.save +6 (+2 eff.) ---------- misc Hate/m.crit +1.00 Psi/m.crit +2.00 Max.stam +20.00 Talents +1 Attune Mindstar Curse of Madness 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. |
| Around waist | 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. |
| In off hand | epiphanous thorny mindstar of clarity (Misfortune) (91% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +9 (+3 eff.) Dmg.mod +10% mind ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Psi/m.crit +3.00 Max.psi +18.00 Talents +1 Attune Mindstar Curse of Misfortune 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. |
| Cloak | elven-silk cloak 'Elirawyn' (19 def, 19 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +3% mind Melee Ret 2 mind 4 blight ----- def ----- Armour +19 Defense +19 (+5 eff.) Resists +19% fire +18% light +23% cold Phys.save +25 (+6 eff.) Spell.save +24 (+6 eff.) Mind.save +17 (+4 eff.) Stealth +12 ---------- misc 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. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
wild infusion (res 24%; magical, mental; dur 2; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 |
ethereal rune (power 16; resist 23%; move 40%; dur 5; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 23% all resistance, you move 40% faster, and you are invisible (power 16). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earundur the Rimekarma (Corpses) (136% power, 6 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Dex dps ---------- Phys.crit +7.0% Spell.crit +13% Phys.pwr +30 (+15 eff.) Spell.pwr +15 (+10 eff.) Dmg.mod +9% acid +21% physical +30% darkness Res.pen +15% cold ----- def ----- Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+4 eff.) ---------- misc Stam/turn +3.00 Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Eksatin's Ultimatum (Misfortune) (175% power, 25 apr)3.0 T4 battleaxe 2H weapon Reqs Str 50 [Unique] Master Power 175% Range: 1.5x Uses 130% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% Curse of Misfortune This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Chalagar (Nightmares) (161% power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Rare] Master Power 161% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Dex dps ---------- Dmg.mod +12% acid Res.pen +19% physical Acc +30 (+10 eff.) Apr +19 ----- def ----- Defense +30 (+8 eff.) Max.HP +100.00 Blind- +20% ---------- misc Light +3 Curse of Nightmares Massive two-handed swords. |
Balancebreacher (Corpses) (159% power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Rare] Master Power 160% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Mind.pwr +25 (+8 eff.) Dmg.mod +15% acid +12% mind Res.pen +25% mind On Hit (Melee): * 20% chance to slow global speed by 59% Curse of Corpses Blunt and deadly. |
blazebringer's stralite mace (Misfortune) (146% power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego+] Nature Power 146% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit.r2 +55 fire While equipped: dps ---------- All.spd +8% Res.pen +11% fire Curse of Misfortune Blunt and deadly. |
Elenerand the Shockreign (Madness) (150% power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Rare] Arcane Power 150% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +20 temporal +20 fire On Crit.r2 +16 lightning +16 acid On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 18% While equipped: ----- def ----- Resists +6% temporal Def/telep +10 Res/telep +10% Dur/telep +10% Curse of Madness One-handed war axes. |
Shantiz the Stormblade (Madness) (111% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap Curse of Madness This surreal dagger crackles with the intensity of a vicious storm. |
voratun dagger of rage (Madness) (148% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master Power 148% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +4 Str dps ---------- Dmg.mod +9% physical Acc +15 (+5 eff.) Curse of Madness Sharp, short and deadly. |
Dimbrand the quiver of dragonbone arrows (22/22, 165% power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Rare] Nature Power 165% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 22 Ranged+ +30 nature On Hit.r1 +20 mind +20 light On Crit.r2 +20 darkness +20 mind On Hit: * 20% chance to reduce damage dealt by 26% Arrows are used with bows to pierce your foes to death. |
Eradugrim the Helljustice (23/23, 183% power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Rare] Master Power 183% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 23 Ranged+ +20 acid +20 fire On Hit.r1 +20 acid On Crit.r2 +20 fire On Hit: * 20% chance to reduce armor by 18% Shots are used with slings to pummel your foes to death. |
crackling voratun shield (0 def, 10 armour, 100% power, 196 block)7.0 T5 shield armor Reqs - Shield usage training Str 48 [Ego+] Arcane When used to Attack: Power 182% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +196 Melee+ +19 lightning While equipped: Stats +3 Dex dps ---------- Melee Ret 16 lightning ----- def ----- Armour +10 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
warded voratun shield of shrapnel (0 def, 10 armour, 100% power, 192.5 block)7.0 T5 shield armor Reqs - Shield usage training Str 48 [Ego++] Arcane/Master When used to Attack: Power 181% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +192 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 78 physical damage over 5 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% ---------- misc Wards +5 lightning +8 temporal +4 darkness +6 fire +5 nature +5 blight +5 cold +8 arcane +5 light Talents +1 Ward +1 Block Handheld deflection devices. |
stargazer's elven-silk robe of protection (3 def, 5 armour)2.0 T5 cloth armor [Ego+] Arcane/Master While equipped: Stats +2 Cun dps ---------- Spell.crit +6% Spell.pwr +5 (+5 eff.) Dmg.mod +12% light +18% darkness ----- def ----- Armour +5 Defense +3 (+1 eff.) Resists +15% all Phys.save +26 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Airbright the drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor Reqs Str 20 [Rare] Nature While equipped: Stats +7 Cun dps ---------- Crit.mult +20.00% Dmg.mod +27% lightning Res.pen +25% mind ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Max.HP +70.00 HP.reg +14.60 Heal.mod +19% ---------- misc Hate/m.crit +5.00 A suit of armour made of leather. |
Memas (4 def, 8 armour)14.0 T4 heavy armor Reqs - Heavy armour training Str 38 [Rare] Nature While equipped: Stats +6 Str +4 Con dps ---------- Crit.mult +15.00% Res.pen +15% physical ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Phys.save +18 (+5 eff.) HP.reg +6.80 ---------- misc Stam/turn +5.10 Psi/ret +0.24 A suit of armour made of mail. |
voratun mail armour 'Kindlesteel' (5 def, 10 armour)14.0 T5 heavy armor Reqs - Heavy armour training Str 48 [Rare] Master While equipped: dps ---------- Dmg.mod +18% mind Melee Ret 10 light On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +12% mind +48% fire A suit of armour made of mail. |
radiant voratun plate armour of natural resilience (0 def, 16 armour)17.0 T5 massive armor Reqs - Massive armour training Str 60 [Ego++] Nature/Disrupt While equipped: Stats +3 Wil ----- def ----- Armour +16 Fatigue +22% Resists +35% blight +28% darkness +16% nature D.Red.from +10% Unnatural ---------- misc Light +1 A suit of armour made of metal plates. |
voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs - Massive armour training Str 60 [Normal] While equipped: ----- def ----- Armour +16 Fatigue +22% A suit of armour made of metal plates. |
Plaguekill the drakeskin leather belt1.0 T5 belt armor [Rare] Nature While equipped: Stats +5 Mag +4 Wil +5 Cun +5 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Max.HP +67.00 ---------- misc See.Invis +24 A belt that goes around your waist. |
monstrous drakeskin leather belt of burglary1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +5 Str +5 Dex +4 Cun +4 Con +9 Lck dps ---------- Phys.pwr +10 (+5 eff.) ----- def ----- Phys.save +9 (+2 eff.) Stealth +8 ---------- misc T.Disarm +16 Infravis +3 Size +1 A belt that goes around your waist. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+5 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Will of Ul'Gruth (0 def, 15 armour)1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Power 147% Range: 1.4x Uses 40% Dex, 40% Cun, 10% Mag 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 83% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 6 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Brightward (0 def, 1 armour) =water=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.pwr +20 (+7 eff.) Dmg.mod +3% mind Res.pen +15% fire Melee Ret 6 mind ----- def ----- Armour +1 Fatigue +1% Resists +5% cold Mind.save +3 (+1 eff.) ---------- misc Max.hate +4.00 Breathe water A cap made of leather. |
Zubysenne the Pureclash (3 def, 0 armour)2.0 T5 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +32% arcane +15% acid Res.pen +25% acid Melee Ret 8 arcane ----- def ----- Defense +3 (+1 eff.) Resists +30% acid +6% nature ---------- misc Max.mana +110.00 A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs - Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Uledas (0 def, 4 armour) =str=3.0 T3 head armor [Random Unique] Master While equipped: Stats +11 Str +1 Dex +9 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Phys.save +12 (+3 eff.) ---------- misc Light +2 Infravis +3 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 25.3 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 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. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 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. |
7 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. |
6 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. |
4 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. |
4 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 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. |
bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
357 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
alchemist's lamp 'Earuldil'1.0 T3 lite [Random Unique] Nature/Psionic While equipped: Stats +4 Mag +11 Wil +2 Con dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+3 eff.) Dmg.mod +6% mind ----- def ----- Max.HP +46.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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 (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
steel torque of mindblast 'Shiversaw' [power 185] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Phys.pwr +30 (+15 eff.) Dmg.mod +12% cold ----- def ----- Resists +4% physical +12% fire Phys.save +6 (+2 eff.) Teleport- +20% Blast the opponent's mind dealing 198 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Xiwen the Mirequick [power 278] (15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% acid Melee Ret 4 acid 2 nature On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- Resists +6% nature Heal yourself and all friendly characters within 10 spaces for 278 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "The Day It Came"2.0 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? |
Abysswither the dwarven-steel battleaxe (Corpses) (137% power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Random Unique] Arcane/Master/Psionic Power 137% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 mind On Hit.r1 +22 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Dmg.mod +6% fire Res.pen +5% mind +12% all Acc +14 (+5 eff.) Apr +12 On Hit (Melee): * 20% chance to reduce all saves and defense by 32 Curse of Corpses Massive two-handed battleaxes. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Bokylar the Dwarf Doomed level 28
24th Loss 122nd year of Ascendancy at 19:41 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Bokylar the Dwarf Doomed level 25
10th Dearth 122nd year of Ascendancy at 14:53 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Bokylar the Dwarf Doomed level 9
2nd Acquisition 122nd year of Ascendancy at 22:31 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Bokylar the Dwarf Doomed level 32
16th Gold 123rd year of Ascendancy at 11:51 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Bokylar the Dwarf Doomed level 23
8th Wealth 122nd year of Ascendancy at 13:31 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bokylar the Dwarf Doomed level 28
24th Loss 122nd year of Ascendancy at 19:03 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Bokylar the Dwarf Doomed level 10
5th Profit 122nd year of Ascendancy at 16:36 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Bokylar the Dwarf Doomed level 20
38th Profit 122nd year of Ascendancy at 06:54 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Bokylar the Dwarf Doomed level 30
30th Steel 123rd year of Ascendancy at 10:40 see stats
Myths of an age past (Insane (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Bokylar the Dwarf Doomed level 28
24th Loss 122nd year of Ascendancy at 19:41 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Bokylar the Dwarf Doomed level 27
4th Loss 122nd year of Ascendancy at 16:30 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Bokylar the Dwarf Doomed level 28
3rd Shortage 122nd year of Ascendancy at 14:38 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Bokylar the Dwarf Doomed level 5
19th Voratun 122nd year of Ascendancy at 04:34 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Bokylar the Dwarf Doomed level 28
24th Loss 122nd year of Ascendancy at 19:41 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Bokylar the Dwarf Doomed level 8
28th Voratun 122nd year of Ascendancy at 18:25 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Bokylar the Dwarf Doomed level 28
24th Loss 122nd year of Ascendancy at 19:41 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Bokylar the Dwarf Doomed level 32
17th Gold 123rd year of Ascendancy at 12:40 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Bokylar the Dwarf Doomed level 25
4th Dearth 122nd year of Ascendancy at 23:46 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Bokylar the Dwarf Doomed level 22
5th Wealth 122nd year of Ascendancy at 09:54 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bokylar the Dwarf Doomed level 16
19th Profit 122nd year of Ascendancy at 03:06 see stats
Log
Adurin the corrupted protoplasmic controller's Acidfire cloud hits Bokylar for (27 deflected), 29 acid (29 total damage).
Bloated ooze receives 479 healing from Turtle.
Adurin the corrupted protoplasmic controller receives 479 healing from Turtle.
Turtle receives 924 healing.
Adurin the corrupted protoplasmic controller's Acidfire cloud killed Shadow!
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Adurin the corrupted protoplasmic controller shares damage with his oozes!
Ritch flamespitter hits Adurin the corrupted protoplasmic controller for 55 fire damage.
Adurin the corrupted protoplasmic controller summons a War Hound!
Adurin the corrupted protoplasmic controller's mind surges with critical power!
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Talent Dream Walk is ready to use.
Adurin the corrupted protoplasmic controller uses Perfect Strike.
Adurin the corrupted protoplasmic controller aims carefully.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
You have deflected 110 incoming damage!
Your hatred grows even as your life fades! (+19 hate)
Ritch flamespitter hits Bokylar for (110 deflected), 366 fire (366 total damage).
Bokylar the level 33 dwarf doomed was boiled to death by a ritch flamespitter on level 1 of The Godfeaster.
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Bokylar deactivates Shadows Empathy.
Bokylar is no longer attuned.
Bokylar deactivates Call Shadows.
Bokylar is less vulnerable to physical.
Bokylar is less vulnerable to fire.
Bokylar deactivates Range Amplification Device.
Bokylar deactivates Deflection.






















































































































