











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Re:Creators Character Icons 1.5.5Adds some very clean chibi custom tiles from the Re:Creators anime (definitely top tier, I recommend it wholeheartedly) None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Improved Combat Text v2 1.5.10Description 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: Keybinds for faster moving of the target cursor 1.5.10Attack-direction will move the cursor several squares, for better shooting of beams at unseen enemies. Ashes of Urh'Rok 1.5.0Official 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:
Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Even More Blazblue Character Icons 1.5.5Adds even more, cleaner chibi custom tiles from the Blazblue series. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Amiga Music Replacement [Pt. 2] 1.5.5 Tinker Tooltips 1.5.5Changes the descriptions of the six talents used in making tinkers to show the levels required to make each object. I was sick of looking them up. I'm not sure what's going on with the double-rectangle symbols showing up on newlines in the descriptions, if anyone knows a way to remedy it let me know. Longer Character Names 1.3.0Increase the enforced maximum character name length from 25 to 50 characters. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved player targetting 1.2.0Player's targetting improvements. Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: FlexSpec Respec Limitation Relaxer 1.5.5Amiga Music Replacement [Pt. 1] 1.5.5 Bleach Character Icons 1.5.5Adds some very clean chibi custom tiles from the Bleach anime. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Items Vault 1.5.0Donators/Buyers bonus! Amiga Music Replacement [Pt. 3] 1.5.5 Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: Player GAI 1.4.0This is a fork of PlayerAI by Charidan. The AI will stop at the following low health conditions: Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Auto-Acceptable Acrobatics 1.5.0OBSOLETE This addon is now part of the base game as of version 1.6 Changes the targeting of the talent Technique/Mobility-Tumble so that it is aimed the same way as Vault, making it usable when auto-accept target is enabled. Better Sounds Mod 1.5.10Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Improved Auto-explore and Rest 1.5.5Quality 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. Automatic Talent Gambits 1.5.5Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Sensible Flying Text 1.3.1Flying text by default takes a spray and pray approach to displaying crucial battle happenings on screen. Main forum thread here: http://forums.te4.org/viewtopic.php?f=50&t=45589 Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Alternative Combat Sounds 1.5.5Replaces a few combat and talent sounds that I felt didn't fit (for various reasons) from the base game Currently replaced sounds: Note: As this does include a sound file for Steamguns, it's made with the EoR DLC in mind. However, I'm fairly certain it should work without the DLC. Also Note: This is my first addon and I'm not particularly experienced with lua, so there are a few things I couldn't do (yet!). I included a "sling_miss" version of the sling sound, but I've yet to find a way to get the game to use it (without overwriting the entire data for slings, which would be bad). So for now, the sound file is there, but the game will make the same sound whether you hit with a sling or miss (the default sling sound does the same thing). Any advice on how to tweak that one line of code (sound_miss = "actions/sling") without using an overload would be greatly appreciated! Better Item Description 1.5.10This 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Archer |
| Level / Exp | 20 / 53% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 37 (base 12) |
| Dexterity | 62 (base 48) |
| Constitution | 58 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 46 (base 39) |
Resources
| Life | 812/812 |
| Stamina | 175/175 |
| Psi | 102/102 |
| Healing Factor | 1.7157894736842 |
| Regeneration | 6.7773684210526 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 32.365053558023 |
| See Invisible | 32.365053558023 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 45 |
| Crit Chance | 16% |
| APR | 6 |
| Speed | 0.80 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +20% |
| Lightning | +9% |
| Cold | +11% |
| Darkness | +6% |
Offense: Damage Penetration
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 44.08934837382 (81.030927835052%) |
| Defense | 41 |
| Ranged Defense | 51 |
| Fatigue | 27 |
| Physical Save | 43 |
| Spell Save | 29 |
| Mental Save | 34 |
Defense: Resistances
| Lightning | + 22%( 70%) |
| Fire | + 33%( 70%) |
| Physical | + 23%( 70%) |
| Cold | + 19%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 50% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Silence Resistance | 0% |
| Bleed Resistance | 100% |
| Disarm Resistance | 23% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 29% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 158 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Agility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Munitions | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Incendiary Ammunition |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Elyrina the black bear. Escort: injured seer (level 2 of Norgos Lair) | failed |
You failed to protect the repented thief from death by Cyralekira the grizzly bear. Escort: repented thief (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved talent Mind Sear (+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 Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed snow giant kidney. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed ice ant stinger. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | pair of iron boots 'Shockrigor' (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +4 Con dps ---------- Crit.mult +3.00% Phys.pwr +4 (+1 eff.) Dmg.mod +9% lightning ----- def ----- Armour +3 Fatigue +2% Resists +7% fire +5% cold Heal.mod +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of steel shots 'Charrace' (14/14, 21.5-25.8 power, 2 apr)3.0 T2 shot ammo [Rare] Nature Power 21.5 - 25.8 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 14 Ranged+ +9 gravity +24 fire On Hit.r1 +16 fire On Crit.r2 +12 fire On Hit: * 10% chance to crush the target Shots are used with slings to pummel your foes to death. |
| Light source | Tempestpall the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex dps ---------- Crit.mult +3.00% Res.pen +5% lightning Melee Ret 4 physical ----- def ----- Resists +9% lightning Max.HP +40.00 ---------- misc Max.stam +25.00 Light +2 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 | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | rough leather gloves 'Coalmistress' (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +6% darkness Acc +4 (+1 eff.) Apr +4 ----- def ----- Armour +1 Phys.save +11 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Max.HP +40.00 Disarm- +23% Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 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 26% and provides a 14% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | gladiator's gold ring of the mountain (+10%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +10% physical ----- def ----- Resists +10% physical Rings can have magical properties. |
| On fingers | steel ring of misery0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 6 bleed Ranged+ 5 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 13% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| Around neck | wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.30 ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
| In main hand | fungal hardened leather sling of cold4.0 T3 sling 1H weapon [Ego] Arcane/Nature Mastery Master Marksman Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Ranged+ +8 cold While equipped: Stats +3 Con dps ---------- Dmg.mod +11% cold ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 110 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Dairaduhad1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Fatigue -4% Max.HP +33.00 Heal.mod +20% ---------- misc Infravis +1 Telepathy Demon/Minor Demon/Major A belt that goes around your waist. |
| In off hand | acidic voratun shield of fire resistance (+15%) (12 def, 3 armour, 65-78 power, 193 block)7.0 T5 shield armor [Ego] Nature/Master When used to Attack: Power 65.0 - 78.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +5.0% Block +193 On Hit: * 12% chance to corrode armour by 30% While equipped: dps ---------- Melee+ 7 acid Melee Ret 23 acid ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +15% fire ---------- misc Talents +5 Block Handheld deflection devices. |
| Cloak | Manenarifang the linen cloak (10 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Acc +2 (+0 eff.) ----- def ----- Defense +10 (+3 eff.) Rng.Def +9 (+3 eff.) Max.HP +32.00 HP.reg +0.40 Heal.mod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Revenant (8 def, 20 armour)17.0 T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+3 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) Silence- +0% Confus- +50% Pinning- +29% Stun/Frz- +0% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Inventory
wild infusion (resist 20%; cure magical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 9; power 27; dur 3)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 9. 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%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
teleportation rune of the sneak (range 83)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 83 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
clarifying copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Heal.mod +11% Cut- +40% Confus- +21% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 190 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
cleansing copper amulet of mastery (0.11 Technique / Combat training)0.1 T1 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +10% nature +11% blight Poison- +23% Disease- +23% ---------- misc Masteries +0.11 Technique/Combat training Amulets can have magical properties. |
warrior's copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
restful steel amulet of teleportation0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.80 Teleport- +50% Teleport you randomly (rad 32) Puts all charms on 15 cooldown Amulets can have magical properties. |
steel amulet 'Araredehell'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Lck +2 Str dps ---------- Res.pen +5% physical Acc +7 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Resists +7% physical Phys.save +12 (+4 eff.) Spell.save +14 (+7 eff.) Mind.save +11 (+6 eff.) Unseen.red 10% ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
savior's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Phys.save +7 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Rings can have magical properties. |
Eremudas0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Armour +6 Resists +24% acid +2% physical +9% lightning Phys.save +30 (+10 eff.) Confus- +20% Rings can have magical properties. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 8.94 cold and 9.66 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
elm vilestaff of warding (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% blight ----- def ----- Armour +4 Defense +5 (+2 eff.) ---------- misc Wards +2 blight Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hateful steel battleaxe (22.5-33.75 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Psionic Power 22.5 - 33.8 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 darkness Against +12% Living Massive two-handed battleaxes. |
steel battleaxe of massacre (32-48 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
flaming steel greatsword (22-35.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 22.0 - 35.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +10 fire Massive two-handed swords. |
hateful steel greatsword (25.5-40.8 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Psionic Power 25.5 - 40.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 darkness Against +10% Living Massive two-handed swords. |
flaming dwarven-steel greatsword of paradox (35.5-56.8 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 35.5 - 56.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 temporal On Hit.r1 +12 fire While equipped: dps ---------- Melee Ret 7 temporal ----- def ----- Resists +10% temporal Massive two-handed swords. |
Beredas (5.5-6.05 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature Power 5.5 - 6.1 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Phasing +20% On Hit.r1 +8 mind While equipped: dps ---------- Mind.crit +2% Crit.mult +6.00% Mind.pwr +4 (+2 eff.) Dmg.mod +5% acid ----- def ----- Armour +6 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) ---------- misc Stam/turn +0.60 Equi/ret +0.80 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. |
nature's vined mindstar (4.5-4.95 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 4.5 - 5.0 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +4% blight Disease- +14% 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. |
Starwell the thorny mindstar (8.5-9.35 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature/Psionic Power 8.5 - 9.4 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit: * 40% chance to blind While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +4% acid +3% fire +3% light Melee Ret 16 light ----- def ----- Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +2.00 Hate/kill +2.00 Psi/kill +2.00 Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 45.80 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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. |
mighty steel steamgun4.0 T2 steamgun 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
penetrating steel steamgun4.0 T2 steamgun 1H weapon Reqs Steam Pool [Ego+] Arcane/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +7% physical Phasing +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
ranger's steel steamgun4.0 T2 steamgun 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +1 Dex Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun4.0 T2 steamgun 1H weapon Reqs Steam Pool [Normal] Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Samegadin the quiver of ash arrows (18/18, 20-28 power, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 20.0 - 28.0 Mind Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Acc +20 Apr +7 Crit +1.5% Capacity 18 Ranged+ +20 mind On Hit.r1 +4 temporal On Crit.r2 +20 mind +4 temporal Arrows are used with bows to pierce your foes to death. |
Aerydata (15/15, 15-18 power, 1 apr)3.0 T1 shot ammo [Rare] Psionic Power 15.0 - 18.0 Acid Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 15 On Hit.r1 +16 acid On Crit.r2 +12 acid On Hit: * 40% chance to corrode armour by 30% * 25% chance to put talents on cooldown Shots are used with slings to pummel your foes to death. |
high-capacity pouch of iron shots (29/40, 14.5-17.4 power, 1 apr)3.0 T1 shot ammo [Ego] Master Power 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 40 While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
Boran (19/19, 17.5-21 power, 2 apr)3.0 T2 shot ammo [Random Unique] Nature/Disrupt Power 17.5 - 21.0 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 19 Proj.spd +200% Ranged+ +22 nature +12 temporal On Hit: * 25% chance to remove a magical effect Shots are used with slings to pummel your foes to death. |
arcing pouch of steel shots (19/19, 21.5-25.8 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 19 Ranged+ +8 lightning On Hit: * 25% chance for lightning to arc to a second target Shots are used with slings to pummel your foes to death. |
flaming pouch of steel shots of vileness (11/15, 19-22.8 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 19.0 - 22.8 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 15 Ranged+ +5 blight On Hit.r1 +10 fire On Hit: * 6% chance to disease Shots are used with slings to pummel your foes to death. |
spellwoven woollen robe of blight (+12%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+3 eff.) Dmg.mod +12% blight ----- def ----- Resists +12% blight Spell.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of darkness (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +15% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of darkness (+15%) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour of lightning resistance (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +17% lightning A suit of armour made of leather. |
spiked cured leather armour (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% A suit of armour made of leather. |
cleansing hardened leather armour of Eyal (3 def, 6 armour)9.0 T3 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +12% nature +14% blight Max.HP +52.00 HP.reg +1.50 Heal.mod +14% A suit of armour made of leather. |
Dairaleg (3 def, 8 armour)14.0 T3 heavy armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Melee+ 14 acid 10 fire Res.pen +5% temporal Melee Ret 9 acid 10 fire 4 temporal ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +15% acid +15% fire +12% temporal Mind.save +15 (+7 eff.) HP.reg +2.90 ---------- misc Stam/turn +1.30 A suit of armour made of mail. |
steel plate armour 'Blackbender' (4 def, 9 armour)17.0 T2 massive armor [Rare] Arcane While equipped: Stats +5 Str +4 Mag +5 Wil dps ---------- Phys.crit +6.0% Spell.crit +5% Mind.crit +6% Phys.pwr +11 (+3 eff.) Spell.pwr +15 (+10 eff.) Mind.pwr +13 (+6 eff.) Dmg.mod +6% darkness +3% blight Melee Ret 8 blight 16 darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction * 20% chance to disease ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +22% Resists +12% lightning +12% blight A suit of armour made of metal plates. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Zyregozor the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil ----- def ----- Armour +10 Resists +6% cold Phys.save +12 (+4 eff.) Mind.save +15 (+7 eff.) Max.HP +49.00 Disease- +25% A belt that goes around your waist. |
blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +9 (+3 eff.) Stealth +6 A belt that goes around your waist. |
rough leather belt 'Dazzlewind'1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +3 Con +2 Wil ----- def ----- Fatigue -8% Resists +6% acid +6% blight ---------- misc Light +3 Infravis +3 Telepathy Humanoid/Orc A belt that goes around your waist. |
rough leather belt of transcendence1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Phys.save +6 (+2 eff.) A belt that goes around your waist. |
enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+2 eff.) Phys.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. |
linen cloak 'Spiderbolt' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +6% nature Res.pen +20% nature Melee Ret 12 nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +1 (+0 eff.) Resists +6% light ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Spell.save +7 (+3 eff.) Mind.save +5 (+3 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. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
dreamer's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Psionic While equipped: ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) A pair of boots made of leather. |
pair of rough leather boots of disengagement (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +1 Fatigue +1% Disengage: Puts all charms on 15 cooldown Level 2.4 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/turn +0.40 Max.stam +14.00 A pair of boots made of leather. |
insulating pair of iron boots of uncanny dodging (2 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +2 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +2% Resists +5% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+4 eff.) ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unrokath the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +1 Dex +2 Cun +6 Con ----- def ----- Armour +1 Resists +3% mind HP.reg +1.20 ---------- misc Stam/turn +0.50 Max.stam +12.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 6 light Dmg.mod +3% light ----- def ----- Armour +1 Resists +6% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning Acc +12 (+4 eff.) ----- def ----- Armour +1 Resists +6% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Amolekath the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +10.00% Dmg.mod +9% mind +10% physical ----- def ----- Defense +1 (+0 eff.) Resists +10% physical ---------- misc Psi/ret +0.04 A pointy cloth hat, very wizardly... |
grounding linen wizard hat of light (+6%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Nature While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +6% temporal +16% light A pointy cloth hat, very wizardly... |
linen wizard hat of the sentry (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) ---------- misc Infravis +4 See.Stealth +7 See.Invis +5 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 13%, and attempts to push all creatures other than yourself out of its radius, inflicting 2.76 light damage and 2.93 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
shimmering linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% arcane ----- def ----- Defense +1 (+0 eff.) ---------- misc Max.mana +16.00 A pointy cloth hat, very wizardly... |
Shimmerstoker (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +12% lightning Res.pen +10% lightning +25% darkness On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning A cap made of leather. |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Unryroradir the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +3% acid +9% temporal +6% light +6% fire +5% arcane Spell.save +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
210 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern 'Adegarin'2.0 T1 lite [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Max.HP +50.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp 'Belerin'1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +3 Cun +1 Con ----- def ----- Resists +7% blight +6% temporal +6% darkness +3% lightning HP.reg +1.80 ---------- misc Light -5 Infravis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Getidegas (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +3 Cun +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature +3% cold Spell.save +9 (+4 eff.) Blind- +10% ---------- misc See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Infernolord the steel torque of thermal psionic shield [power 47] (20 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% mind +6% fire Res.pen +5% fire Melee Ret 8 fire Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 47 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
telekinetic steel torque of charged psionic shield [power 45] (20 cooldown)2.0 T2 torque charm [Ego+] Psionic While equipped: ---------- misc Talents +2 Telekinetic Blast Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 45 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
psionic dwarven-steel torque of mindblast [power 193] (6 cooldown)2.0 T3 torque charm [Ego] Psionic Fire a blast of psionic energies in a range 6 beam dealing 96.50 to 193.00 mind damage Puts all charms on 6 cooldown 100% to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
natural elm totem of cure ailments [power 1] (10 cooldown)2.0 T1 totem charm [Ego] Nature Remove up to 1 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
supercharged elm wand of clairvoyance [power 9] (7 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 39 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 7 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Whipcord the Ghoul Archer level 11
13rd Dusk 122nd year of Ascendancy at 06:16 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Whipcord the Ghoul Archer level 20
23rd Haze 122nd year of Ascendancy at 12:47 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Whipcord the Ghoul Archer level 10
3rd Dusk 122nd year of Ascendancy at 20:24 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Whipcord the Ghoul Archer level 20
22nd Haze 122nd year of Ascendancy at 17:20 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Whipcord the Ghoul Archer level 5
1st Flare 122nd year of Ascendancy at 11:55 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Whipcord the Ghoul Archer level 8
8th Flare 122nd year of Ascendancy at 05:44 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Whipcord the Ghoul Archer level 17
53rd Dusk 122nd year of Ascendancy at 13:06 see stats
Log
Whipcord picks up (z.): Dairaleg (3 def, 8 armour).
Whipcord picks up (R.): grounding linen wizard hat of light (+6%) (1 def, 0 armour).
Whipcord picks up (S.): linen wizard hat of the sentry (1 def, 0 armour).
Whipcord picks up (w.): woollen robe of darkness (+15%) (0 def, 0 armour).
Whipcord picks up (n.): flaming steel greatsword (22-35.2 power, 2 apr).
Whipcord picks up (l.): elm vilestaff of warding (10-12 power, 2 apr, blight element).
Resting starts...
Talent Rune: Shielding is ready to use.
Talent Steady Shot is ready to use.
Talent Pin Down is ready to use.
Talent Called Shots is ready to use.
Talent Trueshot is ready to use.
Rested for 23 turns (stop reason: all resources and life at maximum).
Whipcord picks up (D.): steel plate armour 'Blackbender' (4 def, 9 armour).
Whipcord picks up (p.): hateful steel greatsword (25.5-40.8 power, 2 apr).
Whipcord picks up (s.): Starwell the thorny mindstar (8.5-9.35 power, 24 apr, nature damage).
Whipcord picks up (z.): arcing pouch of steel shots (19/19, 21.5-25.8 power, 2 apr).
Whipcord picks up (S.): insulating pair of iron boots of uncanny dodging (2 def, 3 armour).
Whipcord picks up (A.): flaming pouch of steel shots of vileness (11/15, 19-22.8 power, 2 apr).
Whipcord picks up (K.): blurring rough leather belt.
Whipcord picks up (5.): rough leather cap (0 def, 1 armour).
Whipcord picks up (P.): linen cloak of protection (1 def, 0 armour).
Whipcord picks up (D.): cashmere robe of darkness (+15%) (2 def, 0 armour).
Whipcord picks up (q.): flaming dwarven-steel greatsword of paradox (35.5-56.8 power, 2 apr).
Whipcord picks up (w.): steel steamgun.
Whipcord picks up (v.): penetrating steel steamgun.
Whipcord deactivates Incendiary Ammunition.

















































































































