










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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. 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. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Drem |
Class | Sun Paladin (Fallen) |
Level / Exp | 26 / 79% |
Size | big |
Lifes / Deaths | Killed by Ivorin the fire drake at level 21 on the 17th Loss 122nd year of Ascendancy at 08:00 0 / 8Killed by Ivorin the fire drake at level 21 on the 17th Loss 122nd year of Ascendancy at 10:53 Killed by Aeratira the temporal stalker at level 21 on the 18th Loss 122nd year of Ascendancy at 23:15 Killed by armoured skeleton warrior at level 23 on the 24th Loss 122nd year of Ascendancy at 06:56 Killed by Arolle the blue jelly at level 23 on the 28th Loss 122nd year of Ascendancy at 06:34 Killed by Emelevea the Guard at level 26 on the 16th Iron 123rd year of Ascendancy at 02:16 Killed by Ce'Nawen the Thug at level 26 on the 16th Iron 123rd year of Ascendancy at 07:25 Killed by Isyma the venom drake hatchling at level 26 on the 17th Iron 123rd year of Ascendancy at 14:32 |
Primary Stats
Strength | 74 (base 45) |
Dexterity | 34 (base 13) |
Constitution | 21 (base 14) |
Magic | 72 (base 55) |
Willpower | 43 (base 10) |
Cunning | 27 (base 10) |
Resources
Mana | 277/415 |
Life | -224/712 |
Positive | 53/125 |
Paradox | 300 |
Hate | 104/104 |
Healing Factor | 1.2148044672221 |
Regeneration | 3.4621927315829 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +37.5% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9.286335345031 |
Infravision | 9 |
Offense: Mainhand
Damage | 183 |
Accuracy | 53 |
Crit Chance | 35% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 20% |
Speed | 1 |
Cooldown Reduction | 5.5511151231258E-15 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +8% |
Light | 0% |
Nature | +9% |
Physical | +6% |
Fire | 0% |
All | 0% |
Offense: Damage Penetration
Acid | +13% |
Nature | +38% |
All | 0% |
Defense: Base
Armour (hardiness) | 22 (30%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 18 |
Physical Save | 40 |
Spell Save | 36 |
Mental Save | 37 |
Defense: Resistances
Acid | + 12%( 70%) |
Cold | + 10%( 70%) |
All | 0%( 70%) |
Darkness | + 15%( 70%) |
Light | + 3%( 70%) |
Mind | + 19%( 70%) |
Lightning | + 18%( 70%) |
Fire | + 10%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Disarm Resistance | 0% |
Confusion Resistance | 58% |
Blind Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 454 damage for 5 turns. Its effects scale with your Willpower 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 99 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. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 192.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: 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 460 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Cursed / Bloodstained | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Dark Sun | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Darkside | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Dirges | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Hatred | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 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 |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the temporal explorer from death by bandit. Escort: temporal explorer (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed electric eel tail. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mysticism. 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.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed chunk of ghoul flesh. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. 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 length of troll intestine. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +38% ----- 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." |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +6 Phys.save +6 (+2 eff.) Die.at -80.00 life Heal.mod +12% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Wil dps ---------- Mind.pwr +25 (+8 eff.) Melee Ret 4 temporal ----- def ----- Armour +5 Fatigue +5% Resists +12% acid +10% fire +10% cold +19% mind +11% lightning Phys.save +14 (+5 eff.) Mind.save +15 (+6 eff.) Confus- +38% ---------- misc Max.hate +4.00 Max.psi +10.00 A cap made of leather. |
Tool | ![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: Stats +2 Str +4 Dex +8 Wil ---------- misc Light +3 Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 387 physical damage Puts all charms on 15 cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 26% for 2 turns. 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +5 Mag +6 Wil +6 Con dps ---------- Phys.pwr +18 (+3 eff.) Spell.pwr +16 (+5 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +9% nature Res.pen +10% nature On Hit (Melee): * 10% chance to reduce all saves and defense by 31 ----- def ----- Resists +6% nature Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +8% ----- def ----- Spell.save +7 (+4 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.pwr +3 (+0 eff.) Dmg.mod +3% lightning Acc +20 (+6 eff.) Apr +3 Melee Ret 6 light ----- def ----- Defense +10 (+5 eff.) Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 3.0 T4 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Power 156% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +7.5% Atk.spd 100% Melee+ +17 mind On Crit.r2 +24 acid +28 nature On Hit: * 23% chance to reduce all saves and defense by 31 On Crit: * Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Dex +6 Wil +5 Cun dps ---------- Phys.crit +13.0% Phys.pwr +13 (+2 eff.) Res.pen +13% acid +28% nature Apr +12 ---------- misc Light +3 Massive two-handed battleaxes. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +7 Dex +3 Cun dps ---------- Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Melee+ 6 lightning Dmg.mod +5% lightning +6% physical ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning +3% light Phys.save +8 (+3 eff.) Die.at -40.00 life HP.reg +2.60 ---------- misc Stam/turn +0.30 Psi/turn +0.23 Cooldown Double Strike -1 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. |
Main armor | ![]() 9.0 T5 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +5 Str +4 Dex +5 Mag +4 Wil +5 Cun ----- def ----- Armour +8 Defense +20 (+8 eff.) Fatigue +8% Max.HP +51.00 A suit of armour made of leather. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +10 Str +9 Wil ----- def ----- Defense +2 (+1 eff.) Mind.save +8 (+4 eff.) ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +15 (+4 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
![]() 0.1 infusion scroll [Unique] Nature 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 nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 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: 4 acid, 4 physical, 4 nature, 3 darkness Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 107 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 88 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +1 Con +3 Mag ----- def ----- Resists +6% light Crit.chn- 10.00% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego++] Nature/Master While equipped: Stats +6 Lck dps ---------- Crit.mult +11.00% Acc +12 (+4 eff.) Apr +11 ----- def ----- Defense +6 (+3 eff.) Unseen.red 11% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag dps ---------- Spell.crit +7% Spell.pwr +9 (+3 eff.) Dmg.mod +27% acid +9% light +11% fire +9% lightning +12% cold Melee Ret 4 light ----- def ----- Phys.save +12 (+4 eff.) Spell.save +13 (+6 eff.) Mind.save +14 (+6 eff.) Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Phys.save +3 (+1 eff.) Mind.save +6 (+3 eff.) Die.at -60.00 life Heal.mod +15% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% cold Acc +6 (+2 eff.) ----- def ----- Resists +22% cold Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +12% lightning +10% darkness +9% arcane ----- def ----- Resists +20% darkness Blind- +24% ---------- misc Infravis +4 See.Stealth +10 See.Invis +8 Rings make your fingers look great! |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 111% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego++] Arcane/Master Power 142% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 96 lightning damage (1/turn) While equipped: Stats +5 Str dps ---------- Dmg.mod +12% lightning +7% physical Res.pen +10% lightning Acc +10 (+3 eff.) Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Ego++] Arcane/Master Power 115% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 96 fire damage (1/turn) On Crit: * Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+1 eff.) Dmg.mod +7% fire Res.pen +5% fire Sharp, long, and deadly. |
![]() 3.0 T1 mace 1H weapon [Ego] Arcane Power 106% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 96 damage Blunt and deadly. |
![]() 3.0 T1 mace 1H weapon [Normal] Power 106% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Random Unique] Arcane Power 107% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 27 On Crit: * Splash the target with acid dealing 160 damage over 5 turns and reducing armor and accuracy by 20 While equipped: Stats +3 Dex +4 Mag +3 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee Ret 2 arcane Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Random Unique] Arcane/Master/Psionic Power 107% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +9 cold +9 mind On Hit: * 17% chance to reduce all saves and defense by 31 While equipped: Stats +3 Cun +4 Wil dps ---------- Phys.crit +9.0% Spell.crit +1% Crit.mult +25.00% Apr +8 ---------- misc Mana/turn +0.12 Mana/s.crit +1.00 Max.mana +80.00 Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Random Unique] Arcane/Nature/Master Power 120% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 nature On Crit: * Splash the target with acid dealing 160 damage over 5 turns and reducing armor and accuracy by 20 While equipped: ----- def ----- Armour +2 Resists +3% darkness Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master Power 136% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 fire On Hit.r1 +9 fire While equipped: Stats +6 Cun dps ---------- Res.pen +9% all Acc +9 (+3 eff.) Apr +8 ---------- misc Infravis +1 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 141% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master Power 122% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to reduce all saves and defense by 31 * 25% chance for lightning to strike from the target to a second target dealing 96 damage On Crit: * Splash the target with acid dealing 160 damage over 5 turns and reducing armor and accuracy by 20 * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% ----- def ----- Resists +3% mind One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 129% Range: 1.3x Uses 100% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+5 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Psionic Power 144% Range: 1.3x Uses 45% Str, 50% Mag, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Arcane/Master Power 133% Range: 1.3x Uses 50% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Create an explosion dealing 96 cold damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +8% cold Res.pen +6% cold Sharp, short and deadly. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Cun +3 Mag dps ---------- Dmg.mod +11% light +12% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +8% Resists +22% light +21% darkness +12% mind ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Dmg.mod +9% acid +8% physical +14% fire +7% cold Melee Ret 6 darkness ----- def ----- Resists +13% acid +13% physical +10% darkness +18% fire +12% cold +12% mind +11% all Phys.save +11 (+4 eff.) Spell.save +12 (+5 eff.) Mind.save +26 (+10 eff.) Disarm- +20% ---------- misc Mana/turn +0.10 Psi/turn +0.15 Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+3 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 9.0 T3 light armor [Ego++] Master/Psionic While equipped: Stats +5 Str +3 Dex +3 Cun ----- def ----- Armour +11 Defense +22 (+9 eff.) Fatigue +8% Phys.save +8 (+3 eff.) Mind.save +14 (+6 eff.) A suit of armour made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Psionic While equipped: Stats +6 Cun +5 Wil ----- def ----- Armour +17 Defense +13 (+6 eff.) Fatigue +12% Mind.save +33 (+12 eff.) A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Resists +3% light +6% acid Spell.save +6 (+3 eff.) Pinning- +20% ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Cun +4 Wil dps ---------- Crit.mult +5.00% Mind.pwr +23 (+7 eff.) Dmg.mod +6% mind ----- def ----- Phys.save +6 (+2 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Dex +1 Mag dps ---------- On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +10% darkness +12% temporal Def/telep +13 Res/telep +11% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +1 Mag +3 Wil ----- def ----- Defense +2 (+1 eff.) Resists +18% darkness +13% temporal Spell.save +7 (+4 eff.) Def/telep +10 Res/telep +10% Dur/telep +13% ---------- misc Max.mana +46.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature Melee Ret 6 light On Hit (Melee): * 10% chance to slow global speed by 58% ----- def ----- Armour +1 Resists +6% lightning +5% temporal +6% light A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% cold ----- def ----- Armour +3 Fatigue -3% Resists +3% nature Crit.chn- 5.00% Phys.save +5 (+2 eff.) Max.HP +60.00 ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mind.pwr +10 (+3 eff.) Res.pen +10% fire ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +7% temporal ---------- misc Hate/m.crit +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Armour +7 Fatigue +3% Resists +6% darkness +6% blight Blind- +10% Silence- +28% Confus- +34% Stun/Frz- +25% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Spell.cld 10% Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 5 cold Dmg.mod +3% cold ----- def ----- Armour +1 Defense +5 (+2 eff.) Resists +6% cold Die.at -80.00 life Knockbk- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 7 physical 8 cold Dmg.mod +5% cold +5% physical Res.pen +15% light ----- def ----- Armour +8 Resists +6% cold Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +40.00 Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +2 Dex +4 Mag +3 Wil +2 Cun dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 6 arcane Dmg.mod +4% arcane ----- def ----- Armour +2 Resists +5% arcane Phys.save +5 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +1 Wil +1 Cun dps ---------- Spell.pwr +5 (+2 eff.) Melee+ 7 temporal Ranged+ 7 temporal Dmg.mod +4% arcane +5% temporal Phasing +10% Acc +7 (+2 eff.) ----- def ----- Armour +2 Resists +9% lightning +9% temporal +6% darkness ---------- misc Mana/turn +0.04 Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: ----- def ----- Armour +1 Fatigue +1% HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +10.00 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Melee+ 4 arcane Dmg.mod +6% arcane ----- def ----- Armour +2 Fatigue +3% Resists +4% arcane ---------- misc Mana/turn +0.22 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. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 44.48 to 133.43 lightning damage (88.95 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 T1 head armor [Ego+] Nature/Master While equipped: Stats +5 Lck dps ---------- Phys.crit +2.0% Spell.crit +3% Mind.crit +3% ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% mind +6% darkness ---------- misc Psi/ret +0.04 Max.hate +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +15% cold Acc +10 (+3 eff.) ----- def ----- Armour +5 Defense +5 (+2 eff.) Fatigue +5% Phys.save +11 (+4 eff.) ---------- misc Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue +5% Resists +5% arcane +3% mind Crit.chn- 10.00% HP.reg +2.00 Knockbk- +20% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex ----- def ----- Resists +6% mind Phys.save +9 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Stam/turn +1.00 Light +3 See.Stealth +6 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Crit.mult +15.00% Phys.pwr +10 (+2 eff.) ----- def ----- Defense +15 (+6 eff.) ---------- misc Stam/turn +1.00 Light +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. |
![]() 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% acid +5% fire On Hit (Melee): * 10% chance to reduce armor by 37% ----- def ----- Resists +18% lightning Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 T2 torque charm [Random Unique] Psionic While equipped: Stats +2 Con dps ---------- Phys.pwr +20 (+4 eff.) Res.pen +5% arcane ----- def ----- Phys.save +3 (+1 eff.) Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 105 fire damage Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 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. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By fuckthisclass the Drem Sun Paladin level 23
23rd Loss 122nd year of Ascendancy at 15:11 see stats
By fuckthisclass the Drem Sun Paladin level 22
21st Loss 122nd year of Ascendancy at 00:13 see stats
By fuckthisclass the Drem Sun Paladin level 10
1st Acquisition 122nd year of Ascendancy at 03:06 see stats
By fuckthisclass the Drem Sun Paladin level 20
35th Dearth 122nd year of Ascendancy at 01:55 see stats
By fuckthisclass the Drem Sun Paladin level 25
21st Shortage 122nd year of Ascendancy at 11:33 see stats
By fuckthisclass the Drem Sun Paladin level 25
15th Iron 123rd year of Ascendancy at 05:19 see stats
By fuckthisclass the Drem Sun Paladin level 23
28th Loss 122nd year of Ascendancy at 06:32 see stats
By fuckthisclass the Drem Sun Paladin level 13
3rd Profit 122nd year of Ascendancy at 10:40 see stats
By fuckthisclass the Drem Sun Paladin level 13
11st Profit 122nd year of Ascendancy at 18:27 see stats
By fuckthisclass the Drem Sun Paladin level 23
25th Loss 122nd year of Ascendancy at 08:27 see stats
By fuckthisclass the Drem Sun Paladin level 17
20th Dearth 122nd year of Ascendancy at 21:50 see stats
By fuckthisclass the Drem Sun Paladin level 26
16th Iron 123rd year of Ascendancy at 07:26 see stats
Log
Melee retaliation hits Mayetha the giant red ant for 0 physical, 4 temporal, 3 physical, 17 light (23 total damage).
fuckthisclass receives 433 healing.
Melee retaliation killed Mayetha the giant red ant!
Isyma the venom drake hatchling casts Flame Leash.
You pickup 0.80 gold pieces.
You pickup 0.70 gold pieces.
Fuckthisclass is confused and fails to use Barrier.
Fumble from Mayetha the giant red ant hits fuckthisclass for 187 physical damage.
Shardskin casts Flame.
Fuckthisclass is on fire!
Shardskin damages himself through Martyrdom!
Shardskin hits fuckthisclass for 63 fire damage.
fuckthisclass hits Shardskin for 0 physical, 5 fire (5 total damage).
Fuckthisclass is less vulnerable.
Fuckthisclass seems more focused.
Talent Bathe in Light is ready to use.
Talent Collapse is ready to use.
Fuckthisclass burns with dark flames.
Shardskin damages himself through Martyrdom!
Burning from Shardskin hits fuckthisclass for 21 fire damage.
Isyma the venom drake hatchling's fire area effect hits fuckthisclass for 48 fire damage.
Self-Destruction hits fuckthisclass for 107 damage.
fuckthisclass hits Shardskin for 0 physical, 2 fire (2 total damage).
Isyma the venom drake hatchling casts Demon Seed.
Isyma the venom drake hatchling starts to bleed black blood.
Fuckthisclass is dazed!
Isyma the venom drake hatchling hits fuckthisclass for 153 blight, 6 temporal, 5 fire, 8 fire, 57 physical, 7 fire (236 total damage).
Melee retaliation hits Isyma the venom drake hatchling for (0 turned into osmosis), 0 physical, (3 turned into osmosis), 3 temporal, (2 turned into osmosis), 2 physical, (24 turned into osmosis), 24 light, (0 turned into osmosis), 0 physical, (3 turned into osmosis), 3 temporal, (2 turned into osmosis), 2 physical, (24 turned into osmosis), 24 light (60 total damage).
fuckthisclass the level 26 drem sun paladin was scorched to death by Isyma the venom drake hatchling on level 4 of Old Forest.