











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.5.10Description 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: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 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:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Ignore Race/Class Locks 1.7.0Modifies 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.] 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 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 29 / 98% |
| Size | big |
| Lifes / Deaths | Killed by Mayyba the netherworm mass at level 29 on the 3rd Shortage 122nd year of Ascendancy at 14:13 / 1 |
Primary Stats
| Strength | 128 (base 60) |
| Dexterity | 13 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 72 (base 59) |
| Cunning | 14 (base 10) |
Resources
| Life | -102/935 |
| Hate | 59/100 |
| Equilibrium | 10 |
| Healing Factor | 1.0826447675183 |
| Regeneration | 11.097108867062 |
Speed
| Mental | +20% |
| Attack | -1.1102230246252E-14% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 2 |
| See Invisible | 2.9753977059954E-13 |
Offense: Mainhand
| Damage | 180 |
| Accuracy | 33 |
| Crit Chance | 33% |
| APR | 15 |
| Speed | 0.83 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +9% |
| All | 0% |
| Physical | +26% |
| Cold | +27% |
| Nature | +11% |
Offense: Damage Penetration
| Cold | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 69.08934837382 (81.151787968034%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 55 |
| Spell Save | 46 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 11%( 70%) |
| Cold | + 70%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 17%( 70%) |
| Temporal | + 10%( 70%) |
| Mind | + 10%( 70%) |
| Darkness | + 14%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 50%( 70%) |
Defense: Immunities
| Disarm Resistance | 28% |
| Teleport Resistance | 10% |
| Confusion Resistance | 66% |
| Fear Resistance | 35% |
| Stun Resistance | 58% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 56% |
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 529 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 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 191 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 685% 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 / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife'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 |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lost warrior from death by Xerodhewe the giant lightning ant. Escort: lost warrior (level 1 of Old Forest) | failed |
You failed to protect the lost warrior from death by Betaba the giant blue ant. Escort: lost warrior (level 2 of Old Forest) | failed |
You failed to protect the lost warrior from death by Lisorira the giant red ant. Escort: lost warrior (level 3 of Old Forest) | failed |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 16. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'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 the fox. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed hummerhorn wing. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed ice ant stinger. * You've found the needed electric eel tail. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed bloated horror heart. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed honey tree root. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | Silath the pair of iron boots (Nightmares) (0 def, 11 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str dps ---------- Phys.crit +2.0% Phys.pwr +10 (+3 eff.) Dmg.mod +3% physical ----- def ----- Armour +11 Fatigue +2% Resists +6% lightning +6% temporal Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Scorpionworth the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature Res.pen +20% cold Melee Ret 8 nature On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Resists +20% nature +9% cold ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Hyradig the iron helm (Shrouds) (15 def, 11 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +11 Defense +15 (+5 eff.) Fatigue +5% Resists +6% cold ---------- misc Stam/turn +1.00 Breathe water Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Tidepanic the voratun gauntlets (Corpses) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +5 Dex +4 Cun dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 5 cold Dmg.mod +9% cold Acc +6 (+3 eff.) Apr +11 ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +31% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses 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). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Frigidfury [power 43] (10/25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% cold Res.pen +5% cold ----- def ----- Resists +9% nature +3% cold Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown 100% to heal for 34. 100% to increase the duration of 1 beneficial effects by 2. 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| 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. |
| On fingers | Velivea the Winterbraid0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% cold +15% physical Acc +15 (+6 eff.) ----- def ----- Armour +14 Defense +15 (+5 eff.) Mind.save +10 (+3 eff.) Confus- +31% Rings make your fingers look great! |
| Around neck | Emelolera0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil ----- def ----- Die.at -60.00 life HP.reg +4.00 Teleport- +10% Amulets make your neck look great! |
| In main hand | Punae's Blade (Nightmares) (157% power, 4 apr)3.0 T4 longsword 1H weapon [Unique] Master Power 157% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+13 eff.) Atk.evade +10% Curse of Nightmares This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
| Around waist | Elyldamira (Misfortune)1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Wil dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +6% light +8% fire +3% nature +8% cold Mind.save +25 (+7 eff.) Max.HP +83.00 Curse of Misfortune A belt that goes around your waist. |
| In off hand | wrathful stralite shield of cold resistance (+9%) (Madness) (0 def, 8 armour, 160% power, 136.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 161% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +136 On Crit.r2 +10 light +13 fire While equipped: dps ---------- On shield block: * Deals 57 light and fire damage to each enemy blocked ----- def ----- Armour +8 Fatigue +8% Resists +9% fire +8% light +19% cold ---------- misc Talents +1 Block Curse of Madness Handheld deflection devices. |
| Cloak | Falydralach the Dazzlereaper (Nightmares) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Mag dps ---------- Spell.pwr +10 (+5 eff.) S.pwr/crit +6 Dmg.mod +9% light Melee Ret 2 arcane ----- def ----- Defense +1 (+0 eff.) Max.HP +33.00 ---------- misc Vim/s.crit +1.00 Light +1 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel plate armour 'Drokalthorim' (Misfortune) (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature While equipped: Stats +4 Mag +2 Wil ----- def ----- Armour +11 Fatigue +22% Resists +10% acid +7% physical +10% darkness +7% lightning +15% blight +7% cold +6% mind +9% fire Max.HP +31.00 HP.reg +3.00 Heal.mod +13% Disarm- +28% Stun/Frz- +23% Knockbk- +21% ---------- misc Light +1 Infravis +2 Cooldown Rush -5 Curse of Misfortune A suit of armour made of metal plates. |
Inventory
movement infusion of the duelist (speed 457%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 457% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 675; 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 675 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Anorig the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +6 Cun +8 Con dps ---------- Acc +5 (+3 eff.) ----- def ----- Resists +5% arcane +12% temporal Phys.save +10 (+4 eff.) Spell.save +13 (+4 eff.) Max.HP +40.00 ---------- misc Max.stam +16.00 Rings make your fingers look great! |
Sunbreaker0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Con +2 Wil dps ---------- Dmg.mod +3% physical +3% cold Res.pen +5% light ----- def ----- Mind.save +4 (+1 eff.) ---------- misc Light +3 Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
gladiator's copper ring of sensing0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Blind- +22% ---------- misc Infravis +3 See.Stealth +5 See.Invis +8 Rings make your fingers look great! |
steel ring 'Tidegrinder'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Dex +2 Mag +2 Wil +2 Cun dps ---------- Dmg.mod +15% mind +9% cold Acc +10 (+4 eff.) Melee Ret 8 cold Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
iron battleaxe (Madness) (105% power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 106% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Curse of Madness Massive two-handed battleaxes. |
Bill's Tree Trunk (Nightmares) (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Curse of Nightmares Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
dwarven-steel mace 'Weepwedge' (Nightmares) (133% power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Disrupt/Master Power 134% 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% On Crit: * Deals 73 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Phys.crit +8.0% Crit.mult +14.00% Dmg.mod +3% cold Res.pen +5% cold Acc +10 (+4 eff.) Apr +5 Melee Ret 2 nature ----- def ----- Defense +8 (+3 eff.) Resists +9% nature Disarm- +21% Curse of Nightmares Blunt and deadly. |
warbringer's dwarven-steel mace of crippling (Shrouds) (129% power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Master Power 129% 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% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Con dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +13% Curse of Shrouds Blunt and deadly. |
Bethitha (Shrouds) (122% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 nature +16 acid On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: ----- def ----- Resists +3% blight +3% darkness +5% arcane Curse of Shrouds One-handed war axes. |
Eremigadig the stralite waraxe (Nightmares) (151% power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Nature/Master Power 151% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +8 Con +8 Wil dps ---------- Acc +5 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Resists +9% light +6% blight Max.HP +10.00 Disarm- +36% ---------- misc Max.hate +4.00 Curse of Nightmares One-handed war axes. |
acidic iron waraxe of phasing (Misfortune) (101% power, 8 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 101% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +3.5% Atk.spd 100% Phasing +10% On Crit: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 Curse of Misfortune One-handed war axes. |
balanced stralite waraxe of erosion (Misfortune) (140% power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Nature/Master Power 141% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +8 (+3 eff.) Disarm- +21% Curse of Misfortune One-handed war axes. |
flaming iron waraxe of massacre (Madness) (116% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 116% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +7 fire Curse of Madness One-handed war axes. |
Mighty Girdle (Madness)1.0 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 Curse of Madness 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. |
Stormgasher (Nightmares)1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Res.pen +10% acid Melee Ret 2 lightning On Hit (Melee): * 10% chance to reduce armor by 24% ----- def ----- Resists +3% light Spell.save +5 (+2 eff.) ---------- misc Size +1 Curse of Nightmares A belt that goes around your waist. |
rough leather belt 'Growthwasp' (Nightmares)1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.pwr +18 (+5 eff.) On Hit (Melee): * 20 arcane resource burn * 10% chance to slow global speed by 54% ----- def ----- Spell.save +5 (+2 eff.) ---------- misc Size +1 Curse of Nightmares A belt that goes around your waist. |
rough leather belt of the mystic (Misfortune)1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +2 (+1 eff.) ----- def ----- Mind.save +5 (+2 eff.) Curse of Misfortune A belt that goes around your waist. |
resilient linen cloak (Shrouds) (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +33.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of tirelessness (Shrouds) (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +10.00 Curse of Shrouds A pair of boots made of leather. |
traveler's pair of iron boots (Madness) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+2 eff.) ---------- misc Max.enc +24 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (Shrouds) (1 def, 2 armour)1.5 T1 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. This item has been sent to the Item's Vault. |
Storm Bringer's Gauntlets (Nightmares) (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+6 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. Curse of Nightmares This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
corrosive iron gauntlets of strength (+2) (Misfortune) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 6 acid Dmg.mod +3% acid ----- def ----- Armour +1 Fatigue +1% Resists +5% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
steady rough leather gloves of strength (+2) (Nightmares) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Acc +5 (+3 eff.) ----- def ----- Armour +1 Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +24% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brandjustice the hardened leather cap (Nightmares) (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +9 Str +7 Dex +3 Wil dps ---------- Dmg.mod +6% light +21% fire Melee Ret 2 fire ----- def ----- Armour +3 Fatigue +3% Resists +6% light Mind.save +7 (+2 eff.) ---------- misc Stam/ret +0.90 Equi/ret +1.50 Light +2 Curse of Nightmares 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 713.3 Physical damage. If the attack hits, the target is confused (27% 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 cap made of leather. |
Eleneromithel (Nightmares) (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +12% darkness Phys.save +3 (+1 eff.) Spell.save +6 (+2 eff.) Max.HP +40.00 Disease- +10% ---------- misc Stam/ret +0.90 Equi/ret +0.80 Curse of Nightmares A cap made of leather. |
iron helm of dexterity (+3) (Shrouds) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Anotar (Shrouds) (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Crit.mult +5.00% Mind.pwr +5 (+2 eff.) ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +7% Resists +17% fire Phys.save +5 (+2 eff.) Mind.save +12 (+3 eff.) ---------- misc Hate/m.crit +3.00 Curse of Shrouds A suit of armour made of mail. |
impenetrable iron mail armour of resilience (Nightmares) (2 def, 9 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% Max.HP +21.00 Curse of Nightmares A suit of armour made of mail. |
iron mail armour (Madness) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Curse of Madness A suit of armour made of mail. |
steel mail armour 'Dairidin' (Misfortune) (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Master While equipped: dps ---------- Mind.crit +1% Dmg.mod +9% mind Melee Ret 6 mind ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +7% Resists +16% lightning +15% cold Phys.save +7 (+3 eff.) Curse of Misfortune A suit of armour made of mail. |
Coral Spray (Shrouds) (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Shrouds A chunk of jagged coral, dredged from the ocean. |
Duatheljeer (Shrouds) (0 def, 9 armour, 143% power, 113 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 144% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +113 On Hit.r1 +4 mind On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +8 (+2 eff.) Dmg.mod +6% mind Res.pen +20% darkness Melee Ret 4 mind ----- def ----- Armour +9 Fatigue +8% Resists +5% acid +8% fire +5% lightning +6% cold ---------- misc Talents +1 Block Curse of Shrouds Handheld deflection devices. |
Titanic (Madness) (20 def, 18 armour, 159% power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 160% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+7 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +1 Block Curse of Madness This shield made of the darkest stralite is huge, heavy and very solid. This item has been sent to the Item's Vault. |
9 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. |
464 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. |
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 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 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 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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. |
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. |
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. |
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. |
8 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. |
Gyriatta2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% blight +3% fire +6% light +6% cold Spell.save +3 (+1 eff.) Max.HP +45.00 ---------- 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 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. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +42.00 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. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 90.50 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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 372/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
Baluhir the dwarven-steel torque of clear mind [power 2] (10/25 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Phasing +30% ----- def ----- Armour +2 Defense +5 (+2 eff.) Mind.save +9 (+3 eff.) Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage penetration by 14% for 2 turns. 100% to reduce fatigue by 33% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield [power 25] (10/25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Beraruibers the Venomnaught [power 160] (10/25 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +20% acid Melee Ret 4 nature On Hit (Melee): * 10% chance to slow global speed by 54% Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 348 Base Damage: 167 Armor: 9 All Resist: 6 Puts all charms on 25 cooldown 100% to heal for 40. 100% to increase all damage by 12% for 2 turns. 100% to reduce fatigue by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Cindersorrow the ash totem of stinging [power 176] (10/15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Mind.crit +2% Mind.pwr +5 (+2 eff.) Dmg.mod +9% fire ---------- misc Psi/ret +0.04 Sting an enemy dealing 195 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 44. 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 95] (10/25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 191 Base Damage: 96 Armor: 0 All Resist: 1 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin 'Strikesweeper' [power 16] (10/20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Cun dps ---------- Crit.mult +10.00% Mind.pwr +15 (+5 eff.) Dmg.mod +12% mind ----- def ----- Resists +9% lightning ---------- misc Psi/ret +0.08 Max.hate +2.00 Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
4 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. |
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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light 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. |
8 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. |
10 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. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ayaya the Dwarf Cursed level 28
17th Loss 122nd year of Ascendancy at 09:22 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ayaya the Dwarf Cursed level 11
27th Profit 122nd year of Ascendancy at 03:24 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Ayaya the Dwarf Cursed level 23
41st Dearth 122nd year of Ascendancy at 07:01 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 Ayaya the Dwarf Cursed level 28
17th Loss 122nd year of Ascendancy at 08:52 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ayaya the Dwarf Cursed level 10
10th Profit 122nd year of Ascendancy at 21:51 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ayaya the Dwarf Cursed level 20
22nd Wealth 122nd year of Ascendancy at 02:28 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Ayaya the Dwarf Cursed level 27
14th Loss 122nd year of Ascendancy at 18:36 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Ayaya the Dwarf Cursed level 24
10th Loss 122nd year of Ascendancy at 10:47 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Ayaya the Dwarf Cursed level 5
19th Voratun 122nd year of Ascendancy at 06:32 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Ayaya the Dwarf Cursed level 28
17th Loss 122nd year of Ascendancy at 09:22 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ayaya the Dwarf Cursed level 10
11st Profit 122nd year of Ascendancy at 16:57 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Ayaya the Dwarf Cursed level 28
17th Loss 122nd year of Ascendancy at 09:22 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ayaya the Dwarf Cursed level 10
13rd Profit 122nd year of Ascendancy at 03:24 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Ayaya the Dwarf Cursed level 23
41st Dearth 122nd year of Ascendancy at 05:18 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ayaya the Dwarf Cursed level 16
11st Wealth 122nd year of Ascendancy at 00:28 see stats
Log
Mayyba the netherworm mass's Judgement hits Mayyba the netherworm mass for 28 healing, 28 healing (0 total damage) [57 healing].
Mayyba the netherworm mass's cleansing fire area effect hits Terror for 30 fire damage.
Mayyba the netherworm mass's Judgement hits Terror for 90 light damage.
Mayyba the netherworm mass receives 28 healing from Mayyba the netherworm mass's Judgement.
Mayyba the netherworm mass's Judgement hits Mayyba the netherworm mass for 123 healing, 123 healing (0 total damage) [246 healing].
Mayyba the netherworm mass's Judgement hits Ayaya for 215 light damage.
Mayyba the netherworm mass's Judgement hits Terror for 390 light damage.
Mayyba the netherworm mass's physical stun area effect hits Terror for 78 physical damage.
Mayyba the netherworm mass's physical stun area effect hits Terror for 82 physical damage.
Mayyba the netherworm mass's physical stun area effect hits Terror for 82 physical damage.
Mayyba the netherworm mass's physical stun area effect hits Terror for 82 physical damage.
Mayyba the netherworm mass's physical stun area effect hits Terror for 82 physical damage.
Mayyba the netherworm mass's physical stun area effect hits Mayyba the netherworm mass for 89 healing, 82 physical (82 total damage) [89 healing].
Mayyba the netherworm mass's physical stun area effect hits Terror for 82 physical damage.
Mayyba the netherworm mass's physical stun area effect hits Terror for 82 physical damage.
Mayyba the netherworm mass's physical stun area effect hits Terror for 82 physical damage.
Mayyba the netherworm mass's physical stun area effect hits Terror for 82 physical damage.
Mayyba the netherworm mass's physical stun area effect hits Terror for 82 physical damage.
Mayyba the netherworm mass's physical stun area effect hits Terror for 78 physical damage.
Mayyba the netherworm mass's physical stun area effect hits Terror for 82 physical damage.
Mayyba the netherworm mass receives 89 healing from Terror.
Mayyba the netherworm mass receives 253 healing from Terror.
Mayyba the netherworm mass receives 89 healing from Terror.
Mayyba the netherworm mass receives 39 healing from Terror.
Mayyba the netherworm mass receives 89 healing from Terror.
Mayyba the netherworm mass receives 84 healing from Terror.
Mayyba the netherworm mass receives 89 healing from Terror.
Ayaya the level 29 dwarf cursed was jerkied to death by Mayyba the netherworm mass on level 1 of Yiilkgur, the Sher'Tul Fortress.
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Mayyba the netherworm mass is no longer being stalked by Ayaya.















































































































