










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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: Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
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. Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Hulk! 1.4.8 Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Possessor Bonus Class 1.7.4Donators/Buyers bonus! Elkan's Infinite Dungeon Tweaks And Zlefin's Fixes 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead, this version disbles mirror matches. (From Elkan) Nyles GOD Mode 1.5.5Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
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 Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 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.
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Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Hulk |
Class | Writhing One |
Level / Exp | 50 / 1988% |
Size | huge |
Lifes / Deaths | Killed by Coward at level 50 on the 2nd Dusk 123rd year of Ascendancy at 19:37 / 1 |
Primary Stats
Strength | 107 (base 50) |
Dexterity | 40 (base 36) |
Constitution | 26 (base 19) |
Magic | 80 (base 50) |
Willpower | 50 (base 29) |
Cunning | 56 (base 30) |
Resources
Life | 861974/861974 |
Insanity | 81/100 |
Equilibrium | 20 |
Healing Factor | 1.1816586254955 |
Regeneration | 11817.76791358 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +49.54510541169% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 11 |
See Stealth | 78.549714080658 |
See Invisible | 90.549714080658 |
Offense: Mainhand
Damage | 218 |
Accuracy | 128 |
Crit Chance | 332% |
APR | 30 |
Speed | 1.00 |
Offense: Spell
Spellpower | 68 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +1410065437% |
Blight | +1410065440% |
Arcane | +1410065434% |
Mind | +1410065431% |
All | +1410065425% |
Lightning | +1410065428% |
Light | +1410065428% |
Physical | +1410065431% |
Darkness | +1410065460% |
Offense: Damage Penetration
Acid | +5% |
Blight | +36% |
Physical | +26% |
Darkness | +36% |
All | 0% |
Defense: Base
Armour (hardiness) | -129.72917929987 (30%) |
Defense | 130 |
Ranged Defense | 131 |
Fatigue | 0 |
Physical Save | 85 |
Spell Save | 85 |
Mental Save | 85 |
Defense: Resistances
Acid | + 3%( 70%) |
Blight | + 3%( 70%) |
Physical | + 2%( 70%) |
Cold | + 22%( 70%) |
All | 0%( 70%) |
Darkness | + 40%( 70%) |
Temporal | + 6%( 70%) |
Mind | + 3%( 70%) |
Fire | + 11%( 70%) |
Lightning | + 5%( 70%) |
Defense: Immunities
Stun Resistance | 23% |
Confusion Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 10% |
Knockback Resistance | 70% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Demented / Disfigured face | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Slow death | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Chaos Orbs |
talent | Elemental Harmony |
beneficial effect | 6 stacks, +18% to all damage dealt. Chaos Orbs |
beneficial effect | Empowered by the fear of its foes, darkness and blight damage penetration increased by 36%. Glimpse of True Horror |
beneficial effect | Countering melee attacks: Has a 61% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
detrimental effect | Target is reeling from an lightning shock, halving its stun and pinning resistance. Shocked |
detrimental effect | All damage decreased by 10%. Dazzled |
detrimental effect | The target is in the center of a lightning hurricane, doing 271.99 to 815.96 lightning damage to itself and others around every turn. Hurricane |
detrimental effect | The target has been splashed with acid, taking 166.53 acid damage per turn, reducing armour by 153 and attack by 133. Acid Splash |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
You failed to protect the injured seer from death by Coward. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the injured seer from death by Coward. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the injured seer from death by Coward. Escort: injured seer (level 4 of Dreadfell) | failed |
You failed to protect the injured seer from death by Coward. Escort: injured seer (level 6 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Coward. Escort: lone alchemist (level 1 of Heart of the Gloom) | failed |
You failed to protect the lone alchemist from death by Coward. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lone alchemist from death by Coward. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Coward. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You failed to protect the lost warrior from death by Coward. Escort: lost warrior (level 3 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. | 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! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | 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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str dps ---------- Crit.mult +5.00% ----- def ----- Armour +3 Fatigue +2% Resists +6% cold +5% fire ---------- misc Max.stam +30.00 See.Invis +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% lightning Res.pen +5% acid Acc +10 (+1 eff.) Melee Ret 6 acid ----- def ----- Armour +1 Resists +3% acid 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. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +7% cold +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +14 Mag +8 Wil +8 Cun +1 Con dps ---------- Spell.pwr +24 (+6 eff.) Acc +15 (+2 eff.) Apr +9 ----- def ----- Defense +30 (+4 eff.) Resists +3% blight Mind.save +3 (+0 eff.) Poison- +10% Knockbk- +20% Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +14 Wil +7 Cun dps ---------- Spell.pwr +13 (+3 eff.) Mind.pwr +15 (+3 eff.) Dmg.mod +6% physical +20% darkness +9% arcane ----- def ----- Armour +10 Defense +20 (+3 eff.) Resists +40% darkness ---------- misc Max.stam +30.59 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Resists +5% lightning +6% temporal +3% mind +2% physical Heal.mod +5% A belt that goes around your waist. |
Main armor | ![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+0 eff.) Rng.Def +8 (+1 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
In main hand | ![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 149% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +40 blight +24 acid On Hit: 20% Epidemic 5 On Hit: * 25% chance to reduce armor by 41% * 48% chance to reduce strength, dexterity, and constitution by 31 While equipped: dps ---------- Dmg.mod +12% acid Res.pen +11% physical Acc +25 (+3 eff.) Apr +15 On Hit (Melee): * 25% chance to reduce armor by 41% ----- def ----- Resists +9% cold Disease- +35% One-handed war axes. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Str +1 Dex +2 Wil dps ---------- Acc +10 (+1 eff.) Melee Ret 8 darkness ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind Res.pen +15% physical ---------- misc Light +3 Infravis +3 See.Invis +6 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. |
Inventory
![]() 0.0 potion [Plot Item] Nature Permanently increase your chance to critically strike with spells by 4%. A vial of churning orange fluid. |
![]() 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: 5 lightning, 4 physical, 5 darkness, 5 blight, 5 fire, 3 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] 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 and reflecting at most 500 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 17 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 27%, your defense is increased by 27 and all your resistances by 27%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +33% mind On Hit (Melee): * 34% chance to reduce all saves and defense by 37 ----- def ----- Resists +27% cold +14% physical +27% light +24% fire Poison- +34% Silence- +34% Confus- +34% Pinning- +34% Teleport- +34% ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 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... |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +9% mind Res.pen +5% mind ----- def ----- Fatigue -4% Resists +3% mind Mind.save +3 (+0 eff.) ---------- misc Max.enc +21 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +12% cold ----- def ----- Resists +27% cold Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +8 Wil +8 Mag dps ---------- Spell.pwr +15 (+4 eff.) Mov.spd +22% Acc +13 (+2 eff.) ----- def ----- Defense +15 (+2 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 5.5 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 42% for 5 turns. Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon [Ego] Arcane/Master Power 182% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 186 damage over 5 turns and reducing armor and accuracy by 24 Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Ego+] Disrupt Power 119% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Deals 106 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 40% Wil, 50% Cun, 50% Mag 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+2 eff.) Phys.save +15 (+3 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 40% Wil, 50% Str, 65% Mag 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 4.5 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 15342054154.30 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Master Power 148% Range: 1.3x Uses 40% Wil, 50% Str, 50% Mag 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Res.pen +15% all +15% physical Acc +50 (+7 eff.) Apr +27 Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master Power 178% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +3.0% Atk.spd 100% Melee+ +28 nature +8 blight While equipped: Stats +2 Mag +19 Wil +26 Con dps ---------- Phys.crit +21.0% Crit.mult +49.00% Dmg.mod +6% blight Apr +19 ----- def ----- Resists +3% physical Max.HP +153.00 ---------- misc Max.mana +80.00 Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Disrupt/Master Power 174% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Deals 106 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +16 Str dps ---------- Dmg.mod +21% physical Acc +33 (+4 eff.) Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 147% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Fire Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +18.0% Atk.spd 100% On Hit: 15% Fire Breath 4 While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() 3.0 T1 longsword 1H weapon [Normal] Power 106% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon [Rare] Nature Power 104% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 nature While equipped: Stats +4 Dex dps ---------- Apr +3 ---------- misc Stam/turn +1.00 Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon [Ego+] Psionic Power 104% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Rare] Arcane Power 159% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +18 fire While equipped: Stats +18 Wil dps ---------- Mind.crit +4% Mind.pwr +40 (+10 eff.) Res.pen +20% darkness +43% nature Melee Ret 17 darkness On Hit (Melee): * 34% chance to slow global speed by 65% ----- def ----- Resists +15% nature +15% blight Mind.save +12 (+2 eff.) ---------- misc Equi/ret +0.20 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Arcane/Psionic Power 159% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Splash the target with acid dealing 186 damage over 5 turns and reducing armor and accuracy by 24 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego++] Nature/Master Power 159% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +37 acid +45 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +15.0% Res.pen +25% acid +25% nature Apr +11 Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 100% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Lightning Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+3 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+2 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature Power 114% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +15 Cun dps ---------- Mind.crit +15% Mind.pwr +10 (+2 eff.) Dmg.mod +10% nature ----- def ----- Armour +12 Defense +45 (+6 eff.) Resists +8% blight +27% fire +9% arcane Die.at -137.87 life Disease- +16% Knockbk- +34% Teleport- +34% ---------- misc Light +5 Infravis +5 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. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 115% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +10% nature Res.pen +9% nature ----- def ----- Resists +10% nature Mind.save +10 (+2 eff.) ---------- misc Max.psi +34.00 Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony 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. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +15 Mag +20 Wil +20 Cun dps ---------- Phys.crit +14.0% Spell.crit +15% Spell.pwr +49 (+12 eff.) S.pwr/crit +10 Melee+ 45 arcane Dmg.mod +9% blight +30% fire +6% arcane Res.pen +36% blight Phasing +40% Melee Ret 4 darkness 4 blight ----- def ----- Phys.save +12 (+3 eff.) Die.at -40.00 life ---------- misc Mana/turn +0.08 Vim/s.crit +6.00 Max.mana +110.00 Max.vim +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 160% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 4.5 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 19349507863.89 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (44310064). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 5.0 T5 staff 2H weapon [Rare] Nature Power 137% Range: 1.2x Uses 130% Mag, 40% Wil 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 +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% cold +26% mind +15% fire Res.pen +43% blight ----- def ----- Defense +12 (+1 eff.) Resists +15% darkness +15% fire ---------- misc Psi/ret +0.36 Max.psi +86.17 Max.P.En +34.47 Max.N.En +34.47 Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.5 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 12627311630.43 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. |
![]() 5.0 T5 staff 2H weapon [Rare] Nature Power 137% Range: 1.2x Uses 130% Mag, 40% Wil 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 +5% Spell.pwr +15 (+4 eff.) Dmg.mod +15% lightning +30% fire +24% mind +24% cold Res.pen +25% lightning ----- def ----- Defense +60 (+8 eff.) Resists +21% lightning +33% fire +27% cold +15% temporal Phys.save +15 (+3 eff.) Die.at -100.00 life Pinning- +34% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.5 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 12627311630.43 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. |
![]() 4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Nature/Master/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +9 Str +9 Dex +9 Mag +9 Wil +15 Cun +9 Con dps ---------- Steampwr +11 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Nature Power 151% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +90 fire On Hit: * 34% chance to reduce damage dealt by 30% While equipped: Stats +19 Con +13 Wil dps ---------- All.spd +11% Dmg.mod +21% darkness Res.pen +16% fire On Hit (Melee): * 34% chance to reduce all saves and defense by 37 * 34% chance to slow global speed by 65% * 34% chance to reduce damage dealt by 30% ----- def ----- Resists +18% blight Spell.save +18 (+4 eff.) One-handed war axes. |
![]() 1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() 2.0 T5 cloth armor [Rare] Arcane While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +6% Crit.mult +25.00% Spell.pwr +9 (+2 eff.) Dmg.mod +25% arcane +28% temporal Res.pen +43% darkness Acc +30 (+4 eff.) Apr +5 On Hit (Melee): * 34% chance to slow global speed by 65% ----- def ----- Resists +12% acid +15% blight +24% nature +24% mind +15% all Disease- +34% Silence- +30% ---------- misc Max.mana +110.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +6 (+1 eff.) ----- def ----- Resists +20% blight +15% all Mind.save +25 (+5 eff.) Max.HP +100.00 HP.reg +6.00 Heal.mod +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Res.pen +20% darkness +18% temporal ----- def ----- Armour +5 Fatigue +4% Resists +30% darkness +30% temporal Def/telep +27 Res/telep +15% Dur/telep +29% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +15 Fatigue +4% Resists +15% acid +14% fire +14% cold +15% lightning ---------- misc Stam/turn +1.30 Max.stam +34.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +5 HP.reg +11.00 Heal.mod +20% ---------- misc Stam/turn +1.30 Max.stam +36.00 A pair of boots made of leather. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +6 Con ----- def ----- Armour +9 Fatigue +5% Phys.save +30 (+6 eff.) Spell.save +10 (+2 eff.) Mind.save +24 (+5 eff.) Max.HP +80.00 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 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 33% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Rare] Master While equipped: dps ---------- Spell.crit +9% Crit.mult +25.00% Spell.pwr +45 (+11 eff.) Dmg.mod +33% nature +42% mind +52% arcane Melee Ret 12 blight On Hit (Melee): * 34% chance to reduce all saves and defense by 37 ----- def ----- Armour +14 Defense +8 (+1 eff.) Fatigue +5% Resists +15% nature +4% all Phys.save +13 (+3 eff.) ---------- misc Mana/turn +0.20 Mana/s.crit +3.45 A cap made of leather. |
![]() 2.0 T5 head armor [Ego] Arcane/Psionic While equipped: dps ---------- Spell.crit +6% Spell.pwr +5 (+1 eff.) Dmg.mod +20% mind ----- def ----- Defense +3 (+0 eff.) Resists +20% mind ---------- misc Mana/turn +0.40 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +10 Wil ----- def ----- Armour +5 Fatigue +5% Resists +15% blight Mind.save +15 (+3 eff.) A cap made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +1 Cun dps ---------- Dmg.mod +6% mind Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 41% ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +11% nature +11% blight ---------- misc Max.hate +4.00 A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +10% lightning On Hit (Melee): * 10% chance to slow global speed by 65% ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +16% fire Spell.save +9 (+2 eff.) A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +7 Str +5 Cun +6 Wil ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +14% darkness +9% physical Mind.save +16 (+3 eff.) ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 7 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +24 Defense +4 (+0 eff.) Fatigue +12% Resists +9% arcane Spell.save +21 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 12 acid 14 fire Melee Ret 11 acid 12 fire ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +18% acid +18% fire +21% lightning A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +9 Defense +2 (+0 eff.) Fatigue +12% Resists +9% acid +9% cold ---------- misc Breathe water A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+0 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 3.5 Pwr.cost 20 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 6 turns. The bone will also deal 8917987719.03 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +3 Str +8 Dex +8 Mag +3 Wil +8 Cun +3 Con dps ---------- Crit.mult +20.00% Spell.pwr +10 (+3 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+2 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 33, based on Cunning and Magic) for 10 turns. Uses 50 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +30% fire +19% light +20% darkness A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego] Arcane While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +9% arcane Spell.save +20 (+4 eff.) A suit of armour made of metal plates. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +5 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego++] Nature/Psionic Power 162% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 21 Ranged+ +23 physical On Hit: * 20% chance to create vines that bind the target to the ground dealing 247 nature damage and pinning them for 3 turns * 20% chance to knock the target back 3 spaces and deal 247 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) 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 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Max.HP +21.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) 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 (+1 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 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.(107 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 28/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 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. |
![]() 3.0 T3 shot ammo [Ego++] Master Power 153% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +26.0% Capacity 15 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 344 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +34.47% Dmg.mod +21% nature Res.pen +43% mind +43% nature Melee Ret 14 fire On Hit (Melee): * 34% chance to slow global speed by 65% ----- def ----- Resists +36% lightning Mind.save +31 (+6 eff.) ---------- misc Equi/ret +0.24 Blast the opponent's mind dealing -649672440 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+1 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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. |
Achievements
By Coward the Hulk Writhing One level 24
75th Dusk 122nd year of Ascendancy at 02:04 see stats
By Coward the Hulk Writhing One level 23
73rd Dusk 122nd year of Ascendancy at 07:09 see stats
By Coward the Hulk Writhing One level 20
72nd Dusk 122nd year of Ascendancy at 16:16 see stats
By Coward the Hulk Writhing One level 10
8th Flare 122nd year of Ascendancy at 04:49 see stats
By Coward the Hulk Writhing One level 31
42nd Pyre 123rd year of Ascendancy at 08:54 see stats
By Coward the Hulk Writhing One level 30
13rd Pyre 123rd year of Ascendancy at 07:59 see stats
By Coward the Hulk Writhing One level 38
77th Pyre 123rd year of Ascendancy at 16:01 see stats
By Coward the Hulk Writhing One level 26
15th Haze 122nd year of Ascendancy at 11:09 see stats
By Coward the Hulk Writhing One level 34
77th Pyre 123rd year of Ascendancy at 03:00 see stats
By Coward the Hulk Writhing One level 50
9th Flare 123rd year of Ascendancy at 23:10 see stats
By Coward the Hulk Writhing One level 10
3rd Flare 122nd year of Ascendancy at 07:49 see stats
By Coward the Hulk Writhing One level 20
72nd Dusk 122nd year of Ascendancy at 09:56 see stats
By Coward the Hulk Writhing One level 30
16th Regrowth 123rd year of Ascendancy at 05:19 see stats
By Coward the Hulk Writhing One level 40
8th Mirth 123rd year of Ascendancy at 15:52 see stats
By Coward the Hulk Writhing One level 50
9th Flare 123rd year of Ascendancy at 08:45 see stats
By Coward the Hulk Writhing One level 49
9th Flare 123rd year of Ascendancy at 08:36 see stats
By Coward the Hulk Writhing One level 17
71st Dusk 122nd year of Ascendancy at 21:20 see stats
By Coward the Hulk Writhing One level 28
35th Haze 122nd year of Ascendancy at 12:38 see stats
By Coward the Hulk Writhing One level 1
76th Pyre 122nd year of Ascendancy at 02:02 see stats
By Coward the Hulk Writhing One level 1
75th Pyre 122nd year of Ascendancy at 23:37 see stats
By Coward the Hulk Writhing One level 33
68th Pyre 123rd year of Ascendancy at 17:56 see stats
By Coward the Hulk Writhing One level 50
2nd Dusk 123rd year of Ascendancy at 19:36 see stats
By Coward the Hulk Writhing One level 12
56th Dusk 122nd year of Ascendancy at 19:15 see stats
By Coward the Hulk Writhing One level 7
2nd Mirth 122nd year of Ascendancy at 03:15 see stats
By Coward the Hulk Writhing One level 12
35th Dusk 122nd year of Ascendancy at 11:40 see stats
By Coward the Hulk Writhing One level 18
72nd Dusk 122nd year of Ascendancy at 04:08 see stats
By Coward the Hulk Writhing One level 10
3rd Flare 122nd year of Ascendancy at 12:57 see stats
By Coward the Hulk Writhing One level 22
73rd Dusk 122nd year of Ascendancy at 05:32 see stats
Log
Argoniel's spell attains critical power!
Argoniel counters the attack!
The powerful blow energizes Argoniel reducing their cooldowns!
The powerful blow energizes Argoniel reducing their cooldowns!
Argoniel hits Coward for 0 physical, 0 blight, 0 acid, 0 blight, 0 blight, 0 blight, 0 blight (0 total damage).
Bone Spike hits Coward for 0 physical damage.
Melee retaliation hits Argoniel for (25110000 to bones), 0 acid, 0 darkness, (19170000 to bones), 0 acid, 0 darkness, (21330000 to bones), 0 acid, 0 darkness (0 total damage).
Coward hits Argoniel for (-282938154 to bones), 0 physical, 0 blight, (87480001 to bones), 0 acid, 0 darkness (0 total damage).
Argoniel receives 455 healing from Blood Splash.
Coward casts Dissolved Face.
Coward's spell attains critical power!
Argoniel is covered in gore.
Argoniel resists the effect 'Glimpse of True Horror'!
Coward is empowered by the fear of his foes.
Coward stops burning.
Hurricane from Elandar hits Argoniel for 0 lightning damage.
Hurricane from Elandar hits Coward for 0 lightning damage.
Acid Splash from Argoniel hits Coward for 0 acid damage.
Coward performs a melee critical strike against Argoniel!
The powerful blow energizes Argoniel reducing their cooldowns!
The powerful blow energizes Argoniel reducing their cooldowns!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Madness (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Coward performs a melee critical strike against Argoniel!
Coward hits Argoniel for (-986592178 to bones), 0 physical, 1109499618 blight (1109499618 total damage).
Coward killed Argoniel!