










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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. Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: Ambush Escape 1.7.0Gives the player an option to escape the orc ambush without fighting. Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Normal Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Shadowblade |
| Level / Exp | 30 / 99% |
| Size | small |
| Lifes / Deaths | Killed by worm that walks at level 30 on the 37th Regrowth 123rd year of Ascendancy at 07:16 / 1 |
Primary Stats
| Strength | 47 (base 40) |
| Dexterity | 38 (base 29) |
| Constitution | 25 (base 10) |
| Magic | 50 (base 40) |
| Willpower | 51 (base 10) |
| Cunning | 63 (base 30) |
Resources
| Life | -165/612 |
| Mana | 84/479 |
| Stamina | 113/332 |
| Healing Factor | 1.1245178243369 |
| Regeneration | 10.401789875116 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | -1.1102230246252E-14% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 37.141571790036 |
| See Invisible | 37.141571790036 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 43 |
| Crit Chance | 32% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 56 |
| Accuracy | 43 |
| Crit Chance | 36% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +40% |
| Light | +9% |
| Nature | +6% |
| Physical | +5% |
| Acid | +9% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Physical | +17% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 40.413408721348 (65.897138898113%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 16 |
| Physical Save | 33 |
| Spell Save | 33 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 31%( 70%) |
| All | + 3%( 70%) |
| Physical | + 8%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 27%( 70%) |
| Mind | + 6%( 70%) |
| Lightning | + 23%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Teleport Resistance | 10% |
| Confusion Resistance | 69% |
| Disarm Resistance | 35% |
| Silence Resistance | 34% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 360 life over 5 turns. Its effects scale with your Dexterity stat. |
| 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 153 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: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 589% 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 / Shadow magic | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by forest wight. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You failed to protect the repented thief from death by Voryldayavea the grave wight. Escort: repented thief (level 3 of Dreadfell) | failed |
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 Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 88. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * 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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bloated horror heart. * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed honey tree root. * You've found the needed sandworm tooth. | 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 |
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 |
Equipment
| On feet | Aligar the pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Dmg.mod +9% acid On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Armour +5 Fatigue +4% Resists +21% lightning +22% temporal +12% cold Phys.save +6 (+3 eff.) Spell.save +11 (+5 eff.) Mind.save +15 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Glyra the dwarven-steel helm (5 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +4 Defense +5 (+2 eff.) Fatigue +4% Resists +12% darkness +12% light +5% arcane +3% mind +6% nature Die.at -80.00 life Stun/Frz- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Duskpanic (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +24% darkness Res.pen +20% darkness ----- def ----- Armour +2 Fatigue +3% Resists +20% light HP.reg +7.00 ---------- misc Stam/turn +1.00 Max.stam +18.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | 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 (+3 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 11 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. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.6 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 167% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+6 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around neck | Yvotta0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Str +6 Dex +6 Wil +9 Cun dps ---------- Mind.pwr +15 (+5 eff.) ----- def ----- Defense +15 (+5 eff.) Resists +9% acid Mind.save +6 (+2 eff.) ---------- misc Psi/ret +0.24 Amulets make your neck look great! |
| In main hand | warbringer's stralite longsword of crippling (34-48 power, 5 apr)3.0 T4 longsword 1H weapon [Ego++] Master Power 34.5 - 48.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Con dps ---------- Phys.crit +8.0% Phys.pwr +5 (+1 eff.) Res.pen +8% physical ----- def ----- Disarm- +16% Sharp, long, and deadly. |
| Around waist | Xunor the Sootmarrow1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Con dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Defense +14 (+5 eff.) Phys.save +3 (+1 eff.) Stealth +6 Die.at -80.00 life A belt that goes around your waist. |
| In off hand | warbringer's stralite dagger of enduring (29-38 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 29.0 - 37.7 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +10 Con +11 Wil dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +9% physical ----- def ----- Max.HP +45.00 Disarm- +19% Sharp, short and deadly. |
| Cloak | Unlightpain the cashmere cloak (27 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light +3% darkness ----- def ----- Armour +8 Defense +27 (+9 eff.) Resists +15% fire +17% cold HP.reg +2.00 Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel mail armour 'Viperglamour' (2 def, 10 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +19% fire +6% nature +3% temporal Max.HP +60.00 Teleport- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of mail. |
Inventory
healing infusion of the wizard (heal 143; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 143 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the psychic (speed 743%; 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 increase movement speed by 743% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 553%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 553% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 326; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 326 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 171; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 171 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 498; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 498 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. |
Prismatic Rune (6 turns; physical, light, blight, mind, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 4 light, 4 blight, 3 mind, 3 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (354.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 354.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 30; dur 4; cd 18)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 direct a cone of chilling stormwind doing 30.00 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 6; phase 18; cd 14)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 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 18%, your defense is increased by 18 and all your resistances by 18%. 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 7; resist 19%; move 40%; dur 5; cd 18)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 19% all resistance, you move 40% faster, and you are invisible (power 7). 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 titan (absorb 51; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 51 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 196; dur 6; cd 14)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 196 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings make your fingers look great! |
gold ring 'Raingash'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature +12% fire On Hit (Melee): * 10% chance to slow global speed by 56% ----- def ----- Resists +15% mind +24% fire Heal.mod +15% Pinning- +10% Rings make your fingers look great! |
pixie's copper ring of misery0.1 T1 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +3 Mag dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 5 physical Ranged+ 5 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 29 On Hit (Ranged): * 11% chance to reduce all saves and defense by 29 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 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! |
titan's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Phys.save +4 (+2 eff.) Rings make your fingers look great! |
treant's steel ring of speed0.1 T2 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Mov.spd +11% Acc +7 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Resists +5% nature +7% blight Poison- +10% Disease- +10% Blinding Speed: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
warrior's gold ring of blight (+11%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% blight ----- def ----- Armour +4 Resists +11% blight Rings make your fingers look great! |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Dex, 20% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
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, 50% Mag, 0% Cun Mastery Dagger Mastery 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. |
flaming dwarven-steel dagger of massacre (27-35 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 27.0 - 35.1 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +7 fire Sharp, short and deadly. |
flaming dwarven-steel greatmaul of crippling (44-65 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Arcane/Master Power 43.5 - 65.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +16 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Massive two-handed mauls. |
acidic dwarven-steel greatsword of shearing (38-60 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 37.5 - 60.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 121 damage over 5 turns and reducing armor and accuracy by 16 While equipped: dps ---------- Res.pen +9% all Acc +14 (+5 eff.) Apr +9 Massive two-handed swords. |
enhanced yew longbow of enduring4.0 T3 longbow 2H weapon Reqs Shoot [Ego++] Nature Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +9 Str +9 Dex +6 Mag +23 Wil +11 Cun +22 Con ----- def ----- Max.HP +56.00 Longbows are used to shoot arrows at your foes. |
steady yew longbow of recursion4.0 T3 longbow 2H weapon Reqs Shoot [Ego+] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Hit: 10% Shoot 1 While equipped: dps ---------- Phys.crit +5.0% Acc +15 (+5 eff.) Longbows are used to shoot arrows at your foes. |
chilling stralite longsword of amnesia (34-47 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Arcane/Psionic Power 33.5 - 46.9 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +9 cold On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Sharp, long, and deadly. |
thought-forged stralite longsword of projection (36-50 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Psionic Power 36.0 - 50.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +9 mind On Hit: * 18% chance to reduce all saves and defense by 29 * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Cun +2 Wil Sharp, long, and deadly. |
hateful pulsing mindstar of disruption (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Disrupt/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Against +13% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +15% mind +13% darkness Res.pen +8% mind +9% darkness ---------- misc Max.hate +6.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
inquisitor's thorny mindstar of resolve (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Disrupt/Psionic Power 8.5 - 9.4 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Crit: * Deals 79 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Spell.save +3 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
projecting pulsing mindstar of venom (14-15 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 13.5 - 14.9 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 9 acid Dmg.mod +13% lightning +5% fire +8% acid +8% cold Res.pen +8% acid ----- def ----- Resists +10% acid HP.reg +1.00 ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
elven-wood magestaff of breaching (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% fire Res.pen +12% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of illumination (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Arcane/Nature Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold ----- def ----- Defense +8 (+3 eff.) ---------- misc Mana/turn +0.17 Max.mana +40.00 Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 99.69 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood starstaff of fate (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +12 (+4 eff.) Dmg.mod +25% darkness ----- def ----- Phys.save +9 (+4 eff.) Spell.save +11 (+5 eff.) Mind.save +7 (+2 eff.) ---------- misc Mana/turn +0.20 Max.mana +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew magestaff of greater warding (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% 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 +20% lightning ----- def ----- Armour +8 Defense +8 (+3 eff.) ---------- misc Mana/turn +0.26 Max.mana +53.00 Wards +3 lightning Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
swiftstrike stralite steamgun4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +800% Uses 2.0 Steam While equipped: Stats +3 Cun dps ---------- Phys.spd +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
flaming stralite waraxe of massacre (42-59 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane/Master Power 42.5 - 59.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +12 fire One-handed war axes. |
truestriking stralite waraxe (30-42 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Master Power 30.0 - 42.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical Acc +5 (+2 eff.) Apr +8 One-handed war axes. |
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. |
noble's hardened leather belt of transcendence1.0 T3 belt armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +4 (+2 eff.) Against +20% Summoned ----- def ----- D.Red.from +21% Summoned Phys.save +10 (+5 eff.) A belt that goes around your waist. |
Dagolayon the Pusdash (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Dmg.mod +3% cold +9% nature +12% darkness Acc +3 (+1 eff.) Apr +4 Melee Ret 6 cold ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of mindcraft (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +5% ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) Spell.save +5 (+2 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stargazer's Rags of the Sanctuary of power (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +2 Cun dps ---------- Spell.crit +6% Spell.pwr +16 (+6 eff.) Dmg.mod +7% darkness +8% light +7% all ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +7% Spell.pwr +19 (+7 eff.) Dmg.mod +12% darkness +14% light +8% all ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emeliwyn (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +2 Dex +5 Mag +2 Wil +2 Cun dps ---------- Spell.crit +2% Crit.mult +5.00% Spell.pwr +7 (+3 eff.) ----- def ----- Armour +3 ---------- misc Mana/turn +0.08 See.Invis +6 Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A pair of boots made of leather. |
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." |
grounding pair of dwarven-steel boots of spellbinding (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Armour +4 Fatigue +3% Resists +6% lightning +8% temporal ---------- misc Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Resists +8% fire +8% cold ---------- misc Stam/turn +0.60 Max.stam +21.00 A pair of boots made of leather. |
miner's pair of hardened leather boots (0 def, 4 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +4 ---------- misc Infravis +2 A pair of boots made of leather. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +4 Fatigue -3% Phys.save +8 (+4 eff.) ---------- misc Max.enc +27 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +26% Confus- +24% Stun/Frz- +26% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
alchemist's dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +4 Str +3 Mag +3 Wil dps ---------- Phys.pwr +10 (+2 eff.) Melee+ 6 acid 6 fire 5 cold 4 lightning ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
scouring voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Spell.save +9 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating dwarven-steel helm of ire (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +4 Fatigue +4% Resists +10% fire +8% cold Phys.save +9 (+4 eff.) Mind.save +7 (+2 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Obsidianidol' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Dex +1 Wil dps ---------- Dmg.mod +12% darkness ----- def ----- Armour +1 Fatigue +1% Resists +7% cold ---------- misc Infravis +1 Breathe water A cap made of leather. |
impenetrable stralite mail armour of natural resilience (4 def, 19 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: ----- def ----- Armour +19 Defense +4 (+1 eff.) Fatigue +12% Resists +13% nature +14% blight D.Red.from +7% Unnatural A suit of armour made of mail. |
nimble reinforced leather armour (14 def, 7 armour)9.0 T4 light armor [Ego+] Master While equipped: Stats +5 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +7 Defense +14 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
searing stralite plate armour of lightning resistance (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 11 acid 8 fire Melee Ret 11 acid 11 fire ----- def ----- Armour +13 Fatigue +22% Resists +22% acid +16% fire +15% lightning A suit of armour made of metal plates. |
dwarven-steel shield (0 def, 6 armour, 75 block)7.0 T3 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
acidic quiver of elven-wood arrows of paradox (18/18, 42-59 power, 14 apr)3.0 T4 arrow ammo [Ego] Arcane Power 42.5 - 59.5 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 18 Ranged+ +15 temporal On Hit: * 9% chance to gain 10% of a turn (3/turn limit) On Crit: * Splash the target with acid dealing 121 damage over 5 turns and reducing armor and accuracy by 16 Arrows are used with bows to pierce your foes to death. |
crystalomancer's dwarven-steel pickaxe (dig speed 31 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str +3 Mag dps ---------- Spell.crit +5% ---------- misc Max.mana +24.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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.(108 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
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. |
hateful pouch of dwarven-steel shots of crippling (15/15, 34-40 power, 3 apr)3.0 T3 shot ammo [Ego++] Master/Psionic Power 33.5 - 40.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +14.0% Capacity 15 Ranged+ +12 darkness Against +9% Living On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Flubdub the Yeek Shadowblade level 22
46th Haze 122nd year of Ascendancy at 06:45 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Flubdub the Yeek Shadowblade level 15
23rd Dusk 122nd year of Ascendancy at 12:27 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Flubdub the Yeek Shadowblade level 20
72nd Dusk 122nd year of Ascendancy at 20:44 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Flubdub the Yeek Shadowblade level 25
3rd Regrowth 123rd year of Ascendancy at 17:50 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Flubdub the Yeek Shadowblade level 27
20th Regrowth 123rd year of Ascendancy at 07:36 see stats
Level 10 (Roguelike)
Got a character to level 10.By Flubdub the Yeek Shadowblade level 10
1st Summertide 122nd year of Ascendancy at 04:09 see stats
Level 20 (Roguelike)
Got a character to level 20.By Flubdub the Yeek Shadowblade level 20
55th Dusk 122nd year of Ascendancy at 02:57 see stats
Level 30 (Roguelike)
Got a character to level 30.By Flubdub the Yeek Shadowblade level 30
34th Regrowth 123rd year of Ascendancy at 08:48 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Flubdub the Yeek Shadowblade level 8
7th Mirth 122nd year of Ascendancy at 19:47 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Flubdub the Yeek Shadowblade level 16
41st Dusk 122nd year of Ascendancy at 14:24 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Flubdub the Yeek Shadowblade level 30
34th Regrowth 123rd year of Ascendancy at 13:52 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Flubdub the Yeek Shadowblade level 20
73rd Dusk 122nd year of Ascendancy at 07:54 see stats
Log
Worm that walks hits Yeek mindslayer for 62 blight, (3 to psi shield), 5 nature, 25 blight, 35 blight, 26 blight (153 total damage).
Ruin hits Worm that walks for 11 healing, 12 healing (0 total damage) [23 healing].
Yeek mindslayer's Beyond the Flesh performs a melee critical strike against Netherworm mass!
Melee retaliation hits Yeek mindslayer for (9 to psi shield), 14 nature, (2 to psi shield), 2 nature (16 total damage).
Poison from Worm that walks hits Yeek mindslayer for (6 to psi shield), 8 nature (8 total damage).
Poison from Worm that walks hits Yeek mindslayer for (7 to psi shield), 11 nature (11 total damage).
Poison from Worm that walks hits Yeek mindslayer for (7 to psi shield), 11 nature (11 total damage).
Yeek mindslayer's Beyond the Flesh hits Worm that walks for 25 physical, 12 cold, 12 physical, 16 lightning (65 total damage).
Yeek mindslayer's Beyond the Flesh hits Netherworm mass for 77 physical, 21 physical, 20 lightning (117 total damage).
Yeek mindslayer's Beyond the Flesh hits Netherworm mass for 31 physical, 22 darkness, 12 temporal, 19 physical, 18 lightning (102 total damage).
Flubdub stops regenerating health quickly.
The fabric of time around Flubdub returns to normal.
Poison from Worm that walks hits Flubdub for 4 nature damage.
Epidemic from Worm that walks hits Flubdub for 92 blight damage.
Worm Rot from Worm that walks hits Flubdub for 69 blight, 60 acid (130 total damage).
Yeek mindslayer performs a melee critical strike against Something!
Melee retaliation hits Yeek mindslayer for (9 to psi shield), 14 nature, (2 to psi shield), 2 nature, (9 to psi shield), 14 nature, (2 to psi shield), 2 nature (32 total damage).
Yeek mindslayer hits Something for 14 physical, 12 physical, 16 lightning, 8 physical, 12 physical, 16 lightning (76 total damage).
Poison from Worm that walks hits Flubdub for 4 nature damage.
Epidemic from Worm that walks hits Flubdub for 92 blight damage.
Worm Rot from Worm that walks hits Flubdub for 69 blight, 60 acid (130 total damage).
Flubdub casts Teleport.
Flubdub is out of phase.
Worm Rot from Worm that walks hits Flubdub for 60 blight, 53 acid (113 total damage).
Flubdub the level 30 yeek shadowblade was scalded to death by a worm that walks on level 8 of Dreadfell.
A carrion worm mass bursts out of Flubdub!
Flubdub is free from the worm rot.




























































































































