









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! ZOmnibus Addon Pack 1.7.4Combines 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: Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Steamtech UI 1.1.4 Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
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 Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Brawler |
| Level / Exp | 31 / 49% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 48 (base 29) |
| Dexterity | 89 (base 60) |
| Constitution | 45 (base 10) |
| Magic | 24 (base 6) |
| Willpower | 22 (base 10) |
| Cunning | 72 (base 50) |
Resources
| Life | 601/1008 |
| Stamina | 214/221 |
| Healing Factor | 1.5511689881047 |
| Regeneration | 14.348313139968 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 11 |
| Infravision | 9 |
| See Stealth | 60.286009934143 |
| See Invisible | 57.286009934143 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 94 |
| Accuracy | 72 |
| Crit Chance | 34% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Cold | +5% |
| Blight | +3% |
| Arcane | +18% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Acid | +50% |
| Nature | +35% |
| Blight | +35% |
| Arcane | +60% |
| Cold | +30% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 41 (44.574340358689%) |
| Defense | 88 |
| Ranged Defense | 88 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 23 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 31%( 70%) |
| All | 0%( 70%) |
| Lightning | + 23%( 70%) |
| Physical | + 9%( 70%) |
| Darkness | + 11%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 28% |
| Knockback Resistance | 0% |
| Confusion Resistance | 36% |
| Stun Resistance | 80% |
| Disarm Resistance | 0% |
| Poison Resistance | 0% |
| Blind Resistance | 39% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 65 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 250 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 430 damage for 6 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 784% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Striking Stance |
| talent | Trained Reactions |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Nullifies the next 1 detrimental mental effects. Clear Mind |
| beneficial effect | The target is in the middle of a combo chain and has earned 5 combo points. 5 Combo |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 10. Militant Mind |
| beneficial effect | Increases defense by 18. Mobile Defense |
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 failed to protect the repented thief from death by cold drake hatchling. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed length of troll intestine. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Stire of Derth has completed an elixir of precision without your aid. 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 storm wyrm claw. * You've found the needed sandworm tooth. * You've found the needed honey tree root. 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 green worm. * You've found the needed bear paw. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed bloated horror heart. * You've found the needed skeleton mage skull. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of dwarven-steel boots of disengagement (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +4 Fatigue +3% Silence- +28% Confus- +36% Stun/Frz- +20% Disengage: Puts all charms on 15 cooldown Level 1.3 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Ce'Naldana (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature While equipped: Stats +3 Cun +2 Mag dps ---------- Melee+ 8 lightning 7 fire 8 cold Dmg.mod +3% lightning +6% fire +5% cold ----- def ----- Armour +2 Fatigue +3% Resists +5% lightning +6% fire +6% cold ---------- misc Light +2 Unarmed combat: Power 17.5 - 24.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +8 ice +8 fire +5 lightning On Hit: 10% Ice Breath 3 On Hit: 10% Lightning Breath 3 On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Aerileth (0 def, 14 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +5 Dex dps ---------- Apr +5 ----- def ----- Armour +14 Fatigue +4% Resists +5% arcane +3% blight Heal.mod +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Hatherolar the iron torque of clear mind [power 1] (22/25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Con dps ---------- Acc +20 (+5 eff.) Apr +2 ----- def ----- Armour +6 Resists +6% acid Phys.save +3 (+1 eff.) Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +7 Cun +6 Dex dps ---------- Res.pen +10% nature +25% acid Acc +12 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +3% nature HP.reg +7.00 Blind- +26% Stun/Frz- +30% ---------- misc Infravis +3 See.Stealth +21 See.Invis +12 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Random Unique] Arcane While equipped: Stats +12 Mag +12 Wil dps ---------- Spell.pwr +19 (+8 eff.) S.pwr/crit +4 Dmg.mod +12% arcane +3% blight Res.pen +20% arcane ----- def ----- Resists +18% acid +18% fire +18% lightning +15% cold Stun/Frz- +30% ---------- misc Max.vim +10.00 Rings make your fingers look great! |
| Around neck | wanderer's steel amulet of vision0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +3 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 Blind- +13% ---------- misc Stam/turn +0.30 Infravis +4 Sight +2 See.Invis +6 Amulets make your neck look great! |
| Main armor | nimble reinforced leather armour of delving (19 def, 7 armour)9.0 T4 light armor [Ego++] Master While equipped: Stats +8 Str +6 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +7 Defense +19 (+4 eff.) Fatigue +8% Resists +11% darkness +9% physical ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
| Light source | Branyruidig the alchemist's lamp1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +8 Resists +9% blight +6% nature Crit.chn- 10.00% Phys.save +8 (+3 eff.) HP.reg +1.00 Heal.mod +15% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | linen cloak 'Chillpain' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Str +4 Dex +4 Mag +3 Con dps ---------- Res.pen +5% cold Acc +17 (+5 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -5% Max.HP +52.00 ---------- misc Max.stam +11.00 Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Arthikan the drakeskin leather belt1.0 T5 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +11.00% Phys.pwr +5 (+1 eff.) Dmg.mod +6% arcane Res.pen +15% arcane +10% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Resists +10% fire +5% arcane +10% cold Max.HP +61.00 Disease- +15% A belt that goes around your waist. It was changed by the digestive sack. |
Inventory
healing infusion of the duelist (heal 242; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 242 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the sneak (die at -767; dur 7; cd 32)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -767 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1078 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 548%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 548% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 416; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 416 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 35%; physical; dur 3; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 35% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 25%; mental; dur 2; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
wild infusion of the warrior (res 30%; magical; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
blink rune of the duelist (range 9; phase 23; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 226; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 226.40 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 8; resist 20%; move 49%; dur 5; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 20% all resistance, you move 49% faster, and you are invisible (power 8). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 112; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 112 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
teleportation rune of the titan (range 98; cd 11)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 98 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 215 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Lisonor the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +1 Wil dps ---------- Res.pen +15% acid ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Vim/s.crit +2.00 Amulets make your neck look great! |
grounding steel amulet of willpower (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +15% lightning Stun/Frz- +22% Amulets make your neck look great! |
Demonthorn the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 9 physical Ranged+ 8 physical Dmg.mod +24% darkness Res.pen +10% darkness On Hit (Melee): * 12% chance to reduce all saves and defense by 24 * 20% chance to reduce damage dealt by 20% On Hit (Ranged): * 11% chance to reduce all saves and defense by 24 ----- def ----- Resists +51% darkness ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Salivea the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% blight On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Resists +3% acid Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Blind- +21% Confus- +26% ---------- misc Infravis +3 See.Stealth +7 See.Invis +7 Rings make your fingers look great! |
steel citrine ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% arcane Acc +16 (+4 eff.) Apr +18 ----- def ----- Defense +32 (+7 eff.) Resists +7% nature +8% blight Poison- +11% Disease- +16% ---------- misc Max.stam +30.00 Light +4 Infravis +4 Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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 make your fingers look great! |
steel quartz ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 18 light Ranged+ 19 light Dmg.mod +12% light ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
warrior's steel ring of misery0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Cun +4 Str dps ---------- Melee+ 9 physical Ranged+ 15 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 24 On Hit (Ranged): * 10% chance to reduce all saves and defense by 24 ----- def ----- Armour +8 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Elita0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Res.pen +10% mind ----- def ----- Resists +3% temporal Spell.save +12 (+6 eff.) Mind.save +5 (+3 eff.) Die.at -40.00 life Disease- +20% Confus- +28% Stun/Frz- +10% Rings make your fingers look great! |
Runoredig the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% ----- def ----- Max.HP +70.00 HP.reg +14.00 Heal.mod +14% Blind- +27% Disarm- +22% Pinning- +26% Knockbk- +21% ---------- misc Stam/turn +3.00 Max.stam +20.00 Infravis +3 See.Stealth +12 See.Invis +16 Rings make your fingers look great! |
gold ring of clarity0.1 T3 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +9 (+5 eff.) Confus- +23% Rings make your fingers look great! |
Branohek the voratun ring0.1 T5 ring jewelry [Rare] Master While equipped: Stats +8 Dex +2 Mag +2 Wil +2 Cun dps ---------- Mind.crit +7% Crit.mult +20.00% Acc +16 (+4 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 24 Rings make your fingers look great! |
Dawnrend (17-27 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Arcane Power 17.0 - 27.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Phasing +20% On Hit.r1 +12 fire While equipped: Stats +4 Mag +10 Wil dps ---------- Spell.crit +3% Res.pen +10% arcane Phasing +20% ---------- misc Light +3 Massive two-handed swords. |
Lisubrelaith the Glimmerrune (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Psionic Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +14 mind +12 light On Hit.r1 +4 nature On Hit: * 17% chance to reduce all saves and defense by 24 While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +9% light Res.pen +5% light Melee Ret 2 nature ----- def ----- Resists +6% acid +15% light ---------- misc Light +1 Massive two-handed swords. |
quick steel mace (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Master Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Acc +8 (+2 eff.) Blunt and deadly. |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% 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 This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+6 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 37.07 to 46.33 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
troll-hide hardened leather armour of the deep (9 def, 8 armour) =water=9.0 T3 light armor [Ego++] Nature While equipped: ----- def ----- Armour +8 Defense +9 (+2 eff.) Fatigue +8% Resists +7% acid +5% cold Max.HP +36.00 HP.reg +5.30 Heal.mod +10% ---------- misc Breathe water A suit of armour made of leather. |
duelist's reinforced leather armour of Eyal (16 def, 11 armour)9.0 T4 light armor [Ego++] Nature/Master While equipped: Stats +3 Cun +7 Dex ----- def ----- Armour +11 Defense +16 (+3 eff.) Fatigue +8% Max.HP +26.00 HP.reg +6.00 Heal.mod +12% A suit of armour made of leather. |
Radianceterror the iron mail armour (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +3 Dex ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +20% light +17% fire ---------- misc Max.stam +30.00 Infravis +1 A suit of armour made of mail. |
iron plate armour 'Balorogar' (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +5 Cun +2 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +6% acid +6% mind On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Armour +7 Fatigue +22% Resists +18% acid A suit of armour made of metal plates. |
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. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +5% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Blizzardbright'1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +3% lightning +3% cold +6% nature Mind.save +3 (+2 eff.) Max.HP +80.00 HP.reg +1.20 Heal.mod +14% Teleport- +10% A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+6 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Maluran (2 def, 6 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Res.pen +10% acid ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +13% nature +16% blight HP.reg +9.00 Heal.mod +13% Disarm- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness +13% temporal Spell.save +7 (+3 eff.) Def/telep +10 Res/telep +11% Dur/telep +15% ---------- misc Max.mana +40.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Alovor the pair of hardened leather boots (5 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Lck +5 Dex dps ---------- Phys.crit +1.0% Phys.pwr +15 (+4 eff.) Res.pen +15% physical Apr +2 ----- def ----- Armour +3 Defense +5 (+1 eff.) Resists +3% physical Stealth +7 Die.at -40.00 life A pair of boots made of leather. |
Ulyzilagorn the Brightterror (0 def, 1 armour) =water=2.0 T1 head armor [Rare] Nature While equipped: Stats +7 Str dps ---------- On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +1 Fatigue +1% Resists +8% cold ---------- misc Light +3 Breathe water A cap made of leather. |
hardened leather cap 'Tarralathaneg' (6 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +7 Dex dps ---------- Acc +6 (+2 eff.) Apr +6 On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+1 eff.) Fatigue +3% Resists +3% cold Mind.save +3 (+2 eff.) Poison- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
Glimmernigh (0 def, 5 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +8 Dex +3 Wil +2 Con dps ---------- Res.pen +10% light ----- def ----- Armour +5 Fatigue +5% Resists +16% light +14% darkness Crit.chn- 10.00% ---------- misc Light +3 Infravis +2 A cap made of leather. |
Phoenixfury (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag +6 Wil +5 Con dps ---------- Dmg.mod +8% arcane +13% temporal Res.pen +15% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Defense +3 (+1 eff.) Resists +3% fire +13% temporal Phys.save +9 (+4 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+5 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Emelynn (0 def, 5 armour) =water=3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +5 Str +3 Wil dps ---------- Dmg.mod +3% mind Res.pen +10% mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Resists +7% cold Phys.save +11 (+4 eff.) ---------- misc Equi/ret +0.04 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
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. |
5 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. |
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. |
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. |
3 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
56 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. |
Betuvea the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +3 Cun +5 Dex dps ---------- Mind.pwr +20 (+7 eff.) Res.pen +10% mind ----- def ----- Max.HP +46.00 ---------- misc Max.psi +50.00 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Gunuzilarek the Flarepiety (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +6 Str dps ---------- Phys.crit +8.0% Res.pen +25% fire Melee Ret 4 physical ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Winterwreck the dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +6 Str dps ---------- Crit.mult +15.00% Acc +25 (+7 eff.) ----- def ----- Resists +3% cold ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 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. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Radiancewrither [power 260] (22/15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +15% light Melee Ret 4 nature ---------- misc Light +3 Sting an enemy dealing 260 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 60. 100% to gain a 19% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
piercing yew totem of healing [power 230] (22/15 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm wand of conjuration 'Xeroyassra' [power 110] (22/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +3% physical Res.pen +10% physical ----- def ----- Resists +12% cold +9% fire Fire a magical bolt dealing 116 cold damage Puts all charms on 15 cooldown 100% to heal for 41. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By JudoMaster the Halfling Brawler level 8
7th Mirth 122nd year of Ascendancy at 01:15 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By JudoMaster the Halfling Brawler level 31
24th Pyre 123rd year of Ascendancy at 23:43 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By JudoMaster the Halfling Brawler level 24
50th Regrowth 123rd year of Ascendancy at 18:58 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By JudoMaster the Halfling Brawler level 30
23rd Pyre 123rd year of Ascendancy at 19:10 see stats
Got eggs? (Insane (Roguelike) difficulty)
Finish the Pikataclysm event.By JudoMaster the Halfling Brawler level 29
1st Pyre 123rd year of Ascendancy at 12:24 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By JudoMaster the Halfling Brawler level 10
1st Flare 122nd year of Ascendancy at 00:01 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By JudoMaster the Halfling Brawler level 20
70th Haze 122nd year of Ascendancy at 22:42 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By JudoMaster the Halfling Brawler level 30
1st Pyre 123rd year of Ascendancy at 17:29 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By JudoMaster the Halfling Brawler level 26
60th Regrowth 123rd year of Ascendancy at 18:38 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By JudoMaster the Halfling Brawler level 23
33rd Regrowth 123rd year of Ascendancy at 04:48 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By JudoMaster the Halfling Brawler level 7
78th Pyre 122nd year of Ascendancy at 00:42 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By JudoMaster the Halfling Brawler level 12
4th Flare 122nd year of Ascendancy at 23:42 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By JudoMaster the Halfling Brawler level 26
54th Regrowth 123rd year of Ascendancy at 02:31 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By JudoMaster the Halfling Brawler level 17
57th Haze 122nd year of Ascendancy at 17:52 see stats
Log
JudoMaster hits Cold drake hatchling for 3 cold, 8 fire, 5 lightning (16 total damage).
JudoMaster hits Cold drake hatchling for (186 to ice), 279 physical, (3 to ice), 5 lightning, (1 to ice), 2 cold, (3 to ice), 4 fire, (1 to ice), 2 cold, (3 to ice), 5 fire, (2 to ice), 3 lightning (299 total damage).
JudoMaster hits Cold drake hatchling for (1 to ice), 2 cold, (3 to ice), 5 fire, (2 to ice), 3 lightning (10 total damage).
JudoMaster hits Cold drake hatchling for 232 physical, 8 lightning, 3 cold, 7 fire, 3 cold, 8 fire, 5 lightning (266 total damage).
Melee retaliation hits Iceblock for 4 cold damage.
Melee retaliation hits JudoMaster for (2 flat reduction), 0 cold (0 total damage).
Cold drake hatchling misses JudoMaster.
Saludama the ice wyrm casts Soul Rot.
JudoMaster deflects the projectile from Saludama the ice wyrm to the northeast!
JudoMaster throws two quick punches.
Cold drake hatchling is afflicted by a crippling illness!
Cold drake hatchling misses JudoMaster.
Cold drake hatchling is free from the ice.
JudoMaster evades Cold drake hatchling.
JudoMaster hits Cold drake hatchling for 126 physical, 8 lightning, 3 cold, 7 fire, 161 physical (305 total damage).
Melee retaliation hits JudoMaster for (2 flat reduction), 0 cold, (2 flat reduction), 0 cold (0 total damage).
JudoMaster killed Cold drake hatchling!
Saludama the ice wyrm's Soul Rot hits Cold drake hatchling for (80 to ice), 120 blight (120 total damage).
JudoMaster is no longer evading attacks.
Saludama the ice wyrm casts Drain.
Your shield crumbles under the damage!
The shield around JudoMaster crumbles.
Cold drake hatchling is free from the ice.
Cold drake hatchling misses JudoMaster.
Cold drake hatchling misses JudoMaster.
Saludama the ice wyrm hits JudoMaster for (20 flat reduction), (65 absorbed), 22 blight (22 total damage).
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