












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Items Vault 1.7.0Donators/Buyers bonus! 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. 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:
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: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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. 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 Adventure |
Sex | Male |
Race | Drem |
Class | Writhing One |
Level / Exp | 34 / 14% |
Size | medium |
Lifes / Deaths | Killed by worm that walks (servant of Akon) at level 13 on the 3rd Acquisition 122nd year of Ascendancy at 14:01 0 / 6Killed by Neradhelaith the black ooze at level 22 on the 21st Wealth 122nd year of Ascendancy at 01:56 Killed by Belyth the rattlesnake at level 24 on the 13rd Shortage 122nd year of Ascendancy at 22:35 Killed by Cyrimivea the snow giant at level 25 on the 6th Iron 123rd year of Ascendancy at 02:47 Killed by armoured skeleton warrior at level 30 on the 23rd Steel 123rd year of Ascendancy at 19:51 Killed by thaurhereg at level 33 on the 5th Voratun 123rd year of Ascendancy at 11:52 |
Primary Stats
Strength | 26 (base 13) |
Dexterity | 16 (base 10) |
Constitution | 30 (base 21) |
Magic | 64 (base 60) |
Willpower | 17 (base 10) |
Cunning | 68 (base 60) |
Resources
Life | 1176/1176 |
Mana | 313/313 |
Equilibrium | 20 |
Insanity | 40/100 |
Healing Factor | 1.2792147729953 |
Regeneration | 10.553521877211 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 42.724250866975 |
See Invisible | 42.724250866975 |
Offense: Mainhand
Damage | 101 |
Accuracy | 48 |
Crit Chance | 30% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Acid | +8% |
Blight | +14% |
Physical | +13% |
Cold | +5% |
All | +2% |
Darkness | +55% |
Light | +8% |
Lightning | +17% |
Mind | +8% |
Nature | +17% |
Offense: Damage Penetration
Darkness | +10% |
Lightning | +20% |
Physical | +10% |
Mind | +5% |
Acid | +10% |
Defense: Base
Armour (hardiness) | 24.558390413084 (30%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 5 |
Physical Save | 32 |
Spell Save | 30 |
Mental Save | 41 |
Defense: Resistances
Acid | + 59%( 70%) |
Blight | + 47%( 70%) |
Arcane | + 47%( 70%) |
Cold | + 51%( 70%) |
All | + 44%( 70%) |
Darkness | + 70%( 70%) |
Temporal | + 46%( 70%) |
Physical | + 50%( 70%) |
Fire | + 47%( 70%) |
Nature | + 49%( 70%) |
Defense: Immunities
Stun Resistance | 83% |
Confusion Resistance | 60% |
Silence Resistance | 28% |
Knockback Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 90 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: 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 6 turns. While Heroism is active, you will only die when reaching -268 life. The duration and life will increase by 1% for every 1% life you have lost (currently 268 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 478% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Demented / Horrific body | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Defensive Posture |
talent | Chaos Orbs |
talent | Elemental Harmony |
beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
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 grave | active |
You failed to protect the lone alchemist from death by Aletta Soultorn. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Nerayakira the snow giant thunderer. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Track (+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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 178. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed snow giant kidney. * '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 ice ant stinger. * '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.' * You've found the needed pouch of bone giant dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | ![]() 2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Phys.pwr +2 (+1 eff.) Spell.pwr +4 (+1 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +15% lightning Res.pen +15% lightning ----- def ----- Armour +3 Phys.save +5 (+2 eff.) Spell.save +7 (+4 eff.) Mind.save +8 (+3 eff.) Silence- +28% Confus- +28% Stun/Frz- +24% A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.crit +2% Mind.pwr +10 (+4 eff.) Acc +5 (+2 eff.) Apr +1 ----- def ----- Die.at -80.00 life Max.HP +43.00 ---------- 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. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil ----- def ----- Armour +3 Defense +30 (+10 eff.) Fatigue +5% Resists +6% blight +3% temporal +5% arcane Mind.save +6 (+2 eff.) Max.HP +20.00 ---------- misc Max.hate +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +4 Str +6 Con dps ---------- Acc +20 (+7 eff.) Melee Ret 10 acid ----- def ----- Armour +4 Resists +9% acid Heal yourself and all friendly characters within 10 spaces for 416 Puts all charms on 13 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +3% cold +15% nature ----- def ----- Resists +6% acid +12% cold +3% nature Max.HP +61.00 HP.reg +8.00 Heal.mod +12% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Resists +3% fire +11% physical Max.HP +20.00 Stun/Frz- +20% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Res.pen +5% mind +10% acid Melee Ret 4 acid ----- def ----- Resists +3% darkness +3% fire Spell.save +3 (+2 eff.) Mind.save +6 (+2 eff.) Max.HP +45.00 Knockbk- +20% A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 1H weapon [Rare] Master Power 121% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +6% light +20% darkness Melee Ret 10 cold ----- def ----- Resists +6% nature ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +6 Str +5 Dex +4 Cun dps ---------- Phys.crit +4.0% Dmg.mod +6% mind ----- def ----- Armour +8 Defense +15 (+5 eff.) Phys.save +20 (+9 eff.) ---------- misc Max.stam +20.00 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Dmg.mod +21% darkness Res.pen +10% physical Acc +10 (+4 eff.) Apr +4 ----- def ----- Resists +12% acid +31% darkness +11% all Crit.chn- 5.00% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +8 Res.pen +10% darkness +5% lightning ----- def ----- Defense +1 (+0 eff.) Resists +6% darkness Spell.save +3 (+2 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
![]() 0.4 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. |
![]() 0.4 potion [Unique] Unknown Quaff phial's content. Impawssible?! |
![]() 0.1 rune scroll [Ego] 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 unleash a cone dealing 154.66 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 249.69 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 107 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 Cunning 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 |
![]() 0.1 rune scroll [Ego] Arcane 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 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 84 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. 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 |
![]() 0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 347 damage for 3 turns. 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 |
![]() 0.1 rune scroll [Ego] 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 create a protective shield absorbing at most 418 damage for 5 turns. 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. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 253 damage for 4 turns. 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. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 277 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Res.pen +25% darkness +15% lightning Melee Ret 10 nature 6 lightning ----- def ----- Resists +9% lightning Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +10% darkness Blind- +22% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Cun dps ---------- Dmg.mod +12% mind Res.pen +10% mind ----- def ----- Resists +6% mind Blind- +20% ---------- misc Light +3 Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+12 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +3% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 21% ----- def ----- Resists +3% darkness +6% cold Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +6 Wil dps ---------- Mind.crit +2% Dmg.mod +12% fire +12% mind +21% darkness ----- def ----- Resists +6% darkness +36% fire Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+2 eff.) Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +23% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +5 Dex +6 Cun dps ---------- Melee+ 6 physical Ranged+ 10 physical Acc +6 (+2 eff.) On Hit (Melee): * 22% chance to reduce all saves and defense by 25 On Hit (Ranged): * 11% chance to reduce all saves and defense by 25 ----- def ----- Blind- +22% ---------- misc Hate/m.crit +1.00 Max.stam +10.00 Max.hate +7.00 Infravis +4 See.Stealth +7 See.Invis +8 Bleeding Edge: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 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! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +8 Cun dps ---------- Res.pen +15% darkness ----- def ----- Defense +8 (+3 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +10.00 Rings make your fingers look great! |
![]() 0.1 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 (+4 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. |
![]() 0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Blind- +22% ---------- misc Infravis +4 See.Stealth +9 See.Invis +9 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +15% acid +6% fire +12% blight +18% cold +5% arcane +9% lightning Spell.save +12 (+6 eff.) Max.HP +27.00 Disarm- +35% Pinning- +36% Knockbk- +32% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -7% Silence- +31% ---------- misc Max.enc +22 Mana/turn +0.18 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Cun +7 Dex dps ---------- Acc +7 (+3 eff.) ----- def ----- Max.HP +78.00 HP.reg +9.00 Heal.mod +15% Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 176% Range: 1.2x Uses 190% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+4 eff.) Dmg.mod +20% physical Acc +7 (+3 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.4 Pwr.cost 8 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 88% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+8 eff.) Dmg.mod +9% temporal +30% cold Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Armour +5 Hardiness +5% Resists +9% temporal Phys.save +7 (+3 eff.) ---------- misc Mana/turn +0.26 Vim/s.crit +4.00 Max.mana +53.00 Max.vim +35.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 battleaxe 2H weapon [Ego++] Nature/Master Power 136% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit.r2 +20 lightning +10 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Mov.spd +46% Res.pen +10% lightning +16% cold Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Master Power 151% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +12 darkness While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Dmg.mod +6% darkness Acc +20 (+7 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 21% * 20% chance to reduce all saves and defense by 25 ----- def ----- Resists +15% temporal +12% fire Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Normal] Power 155% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 144% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 148 damage over 5 turns and reducing armor and accuracy by 19 While equipped: Stats +2 Str dps ---------- Dmg.mod +12% physical Acc +16 (+6 eff.) Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego] Arcane/Master Power 173% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +19 cold Massive two-handed swords. |
![]() 3.0 T3 trident 2H weapon [Ego++] Master Power 134% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Con dps ---------- Phys.crit +12.0% Phys.pwr +12 (+3 eff.) Res.pen +13% physical ----- def ----- Disarm- +25% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Ego] Arcane/Psionic Power 141% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +5 blight +13 mind On Hit: * 18% chance to reduce all saves and defense by 25 * 17% chance to reduce strength, dexterity, and constitution by 26 While equipped: Stats +5 Cun +2 Wil Sharp, long, and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Nature Power 106% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 light +4 darkness +6 nature While equipped: dps ---------- Dmg.mod +3% mind Melee Ret 6 mind ----- def ----- Resists +3% mind One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 107% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 148 damage over 5 turns and reducing armor and accuracy by 19 While equipped: Stats +2 Wil +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +7% physical ----- def ----- Resists +6% cold Crit.chn- 5.00% Disarm- +11% One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 123% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +6 Cun dps ---------- Mind.crit +3% Dmg.mod +12% lightning +9% darkness +12% mind Res.pen +15% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 21% One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Rare] Arcane Power 102% Range: 1.3x Uses 50% Str, 50% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 light Against +13% Undead While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Resists +6% darkness +12% temporal Phys.save +15 (+7 eff.) Mind.save +6 (+2 eff.) Silence- +20% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Rare] Nature Power 108% Range: 1.3x Uses 50% Str, 50% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Mag +6 Wil +2 Cun +12 Con dps ---------- Dmg.mod +6% darkness Melee Ret 6 darkness ----- def ----- Resists +6% darkness Max.HP +32.00 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Master Power 126% Range: 1.3x Uses 50% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 89 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +7% fire Res.pen +13% fire Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane/Psionic Power 136% Range: 1.3x Uses 50% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 148 damage over 5 turns and reducing armor and accuracy by 19 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Master/Psionic Power 131% Range: 1.3x Uses 50% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Con dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +8% physical ----- def ----- Disarm- +18% Sharp, short and deadly. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 35 Shoot [Unique] Nature Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+4 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 7 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Ego++] Master/Psionic Power 155% Range: 1.4x Uses 70% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +19.0% Capacity 23 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex dps ---------- Melee Ret 5 lightning ----- def ----- Armour +4 Fatigue +8% Resists +12% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training Str 35 [Random Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil +6 Con dps ---------- Spell.pwr +20 (+6 eff.) Phasing +10% On shield block: * Deals 135 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) On Melee Ret: * 27% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +14 Fatigue +8% Resists +17% temporal +10% cold Phys.save +13 (+6 eff.) ---------- misc Mana/s.crit +2.00 Max.vim +40.00 Talents +1 Block Handheld deflection devices. |
![]() 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 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 39.17 to 48.97 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T3 cloth armor [Random Unique] Arcane While equipped: Stats +2 Dex +3 Mag +3 Wil dps ---------- Spell.crit +11% Spell.pwr +21 (+7 eff.) Dmg.mod +13% acid +14% temporal +10% fire +12% cold +5% arcane +16% physical ----- def ----- Resists +13% acid +13% physical +12% fire +13% cold +5% arcane +11% all Heal.mod +10% Disease- +20% ---------- misc Mana/turn +0.20 Max.mana +76.00 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Rare] Master While equipped: Stats +7 Str +4 Dex +2 Mag +4 Cun dps ---------- Crit.mult +20.00% Res.pen +15% mind ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +15% darkness +10% physical ---------- misc Equi/ret +0.16 Light +2 See.Invis +12 Track: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Arcane/Psionic While equipped: Stats +1 Cun ----- def ----- Armour +11 Defense +16 (+6 eff.) Fatigue +8% Resists +12% light +10% darkness Mind.save +13 (+4 eff.) A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Arcane/Master While equipped: Stats +3 Dex dps ---------- Mov.spd +20% Melee+ 7 darkness Ranged+ 7 darkness ----- def ----- Armour +7 Defense +22 (+8 eff.) Fatigue +8% Resists +16% darkness +19% temporal Def/telep +14 Res/telep +24% Dur/telep +16% Blink to a nearby random location (rad 12) Puts all charms on 21 cooldown A suit of armour made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Str +2 Cun +2 Con ----- def ----- Armour +11 Defense +8 (+3 eff.) Fatigue +12% Mind.save +13 (+4 eff.) Max.HP +30.00 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Rare] Master While equipped: dps ---------- Mind.pwr +15 (+5 eff.) ----- def ----- Armour +8 Defense +23 (+8 eff.) Fatigue +12% Resists +23% acid +6% light Silence- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Equi/ret +0.16 Max.psi +20.00 A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Defense +15 (+5 eff.) Resists +3% fire HP.reg +1.00 Heal.mod +25% Cut- +10% Stun/Frz- +10% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.pwr +10 (+3 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +3% mind ----- def ----- Defense +1 (+0 eff.) Max.HP +33.00 ---------- misc Hate/m.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +16 Defense +1 (+0 eff.) Resists +10% cold +3% mind +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Dmg.mod +9% darkness Res.pen +9% darkness ----- def ----- Defense +2 (+1 eff.) Resists +12% darkness Stealth +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +3 (+1 eff.) Dmg.mod +7% darkness Res.pen +8% darkness ----- def ----- Defense +2 (+1 eff.) Fatigue -3% Resists +12% darkness Stealth +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +6% Dmg.mod +12% darkness Res.pen +7% darkness ----- def ----- Defense +2 (+1 eff.) Resists +14% darkness Stealth +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T3 feet armor [Ego++] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +7 ----- def ----- Armour +3 Disengage: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 130% 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. A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +4 Fatigue -2% Phys.save +7 (+3 eff.) ---------- misc Max.enc +26 Blindside: Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Arcane While equipped: Stats +3 Cun +2 Con dps ---------- Melee+ 7 light Dmg.mod +4% light ----- def ----- Armour +1 Resists +5% light +3% lightning Crit.chn- 15.00% Stun/Frz- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 5 lightning Dmg.mod +3% lightning ----- def ----- Armour +1 Resists +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str +3 Dex +4 Mag +2 Wil +13 Con ----- def ----- Armour +9 Hardiness +7% Fatigue +3% Resists +6% physical Phys.save +10 (+5 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+2 eff.) HP.reg +2.50 Disarm- +20% ---------- misc Stam/turn +0.60 Psi/turn +0.24 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 25 cooldown Level 4.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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 (+4 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. 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. |
![]() 2.0 T3 head armor [Ego++] Arcane While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Shield.pwr +8% HP.reg +2.60 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +6% acid +10% light +7% lightning +3% cold +4% arcane +6% fire ----- def ----- Defense +2 (+1 eff.) Resists +15% light A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +6 Wil dps ---------- Crit.mult +20.00% Phys.pwr +7 (+2 eff.) Dmg.mod +12% darkness Melee Ret 6 blight ----- def ----- Armour +3 Fatigue +5% Resists +6% darkness +7% physical Phys.save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +8 Dex +3 Wil +2 Con dps ---------- Melee Ret 4 physical ----- def ----- Armour +4 Defense +10 (+4 eff.) Fatigue +4% Resists +10% cold ---------- misc Max.stam +30.00 Infravis +3 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Phys.save +13 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Disease- +15% 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. It was changed by the digestive sack. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Armour +2 Defense +5 (+2 eff.) Resists +9% temporal Max.HP +44.00 Teleport- +10% ---------- 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. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 82 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 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. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +5 Str dps ---------- Apr +8 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 22 cooldown Level 4.0 Pwr.cost 22 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 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. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% acid +3% light Res.pen +5% fire Melee Ret 8 fire ----- def ----- Resists +12% acid Blast the opponent's mind dealing 119 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Str +3 Dex dps ---------- Dmg.mod +6% temporal Acc +20 (+7 eff.) ----- def ----- Resists +12% mind +6% temporal Die.at -60.00 life Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 21 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +18% mind Res.pen +10% light Melee Ret 10 light ----- def ----- Resists +6% light ---------- misc Hate/m.crit +2.00 Sting an enemy dealing 143 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to reduce fatigue by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +21% arcane Res.pen +25% darkness +15% arcane Melee Ret 4 lightning Sting an enemy dealing 227 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +12% mind ----- def ----- Resists +3% fire Mind.save +6 (+2 eff.) Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 13 cooldown 100% to increase all damage by 18% for 2 turns. 100% to heal for 32. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +3% lightning +3% fire Mind.save +12 (+4 eff.) Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to heal for 33. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% lightning +15% darkness Res.pen +20% blight Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +9% darkness Create a shield absorbing up to 212 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to heal for 58. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Akon the Drem Writhing One level 33
41st Steel 123rd year of Ascendancy at 12:41 see stats
By Akon the Drem Writhing One level 16
25th Profit 122nd year of Ascendancy at 14:06 see stats
By Akon the Drem Writhing One level 33
4th Stralite 123rd year of Ascendancy at 09:43 see stats
By Akon the Drem Writhing One level 32
40th Steel 123rd year of Ascendancy at 16:40 see stats
By Akon the Drem Writhing One level 22
21st Wealth 122nd year of Ascendancy at 05:32 see stats
By Akon the Drem Writhing One level 30
30th Iron 123rd year of Ascendancy at 08:00 see stats
By Akon the Drem Writhing One level 29
17th Iron 123rd year of Ascendancy at 16:27 see stats
By Akon the Drem Writhing One level 32
34th Steel 123rd year of Ascendancy at 03:40 see stats
By Akon the Drem Writhing One level 10
28th Voratun 122nd year of Ascendancy at 15:02 see stats
By Akon the Drem Writhing One level 20
6th Wealth 122nd year of Ascendancy at 10:27 see stats
By Akon the Drem Writhing One level 30
18th Iron 123rd year of Ascendancy at 21:02 see stats
By Akon the Drem Writhing One level 22
19th Wealth 122nd year of Ascendancy at 13:24 see stats
By Akon the Drem Writhing One level 27
8th Iron 123rd year of Ascendancy at 11:26 see stats
By Akon the Drem Writhing One level 18
45th Profit 122nd year of Ascendancy at 03:23 see stats
By Akon the Drem Writhing One level 22
21st Wealth 122nd year of Ascendancy at 01:39 see stats
By Akon the Drem Writhing One level 8
23rd Voratun 122nd year of Ascendancy at 02:16 see stats
By Akon the Drem Writhing One level 14
3rd Profit 122nd year of Ascendancy at 00:56 see stats
By Akon the Drem Writhing One level 23
24th Loss 122nd year of Ascendancy at 16:23 see stats
By Akon the Drem Writhing One level 14
7th Profit 122nd year of Ascendancy at 00:35 see stats
Log
The shield around worm that walks (servant of Akon) crumbles.
Worm that walks (servant of Akon)'s devouring flames area effect drains life from Akon!
Worm that walks (servant of Akon)'s devouring flames area effect hits Akon for 4 fire damage.
Worm that walks (servant of Akon)'s devouring flames area effect drains life from Akon!
Worm that walks (servant of Akon)'s devouring flames area effect hits Akon for 4 fire damage.
Worm that walks (servant of Akon)'s devouring flames area effect drains life from Akon!
Worm that walks (servant of Akon)'s devouring flames area effect hits Akon for 4 fire damage.
Talent Tendrils Eruption is ready to use.
Rested for 17 turns (stop reason: all resources and life at maximum).
You pickup 0.90 gold pieces.
Ran for 52 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 4 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Akon is affected by the glimmerstone!
Akon picks up ( .): yew totem of healing [power 248] (13 cooldown).
Akon is affected by the glimmerstone!
Akon is affected by the glimmerstone!
There is a next level here (press '' or right click to use).
Ran for 10 turns (stop reason: at exit).
Akon wears (replacing Spider-Silk Robe of Spydrë (10 def, 15 armour)): Olufast the cashmere robe (0 def, 0 armour).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).