











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Alternate Talent Requirements 1.5.0Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Bonuses at Level 10 1.5.10Characters are given +2 Class Talents, +2 Generic Talents, +10 Stat Points, and +1 Prodigy Points upon reaching level 10. This is meant to compensate for the removal of Alchemist Quests, Escorts, Yeek Wayist's Buff, and Wyrm Bile's Stat Changes which are tedious but provide very nice rewards. The idea is to restore some of the power which is lost by removing these rewards without changing the overall strength of the character. Getting the Light Category via escort, for instance, is easily as good as most Prodigies. You can download the mod that removes these things here, made by Regalion: Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Healthbar Top 1.7.6Makes the actor healthbars on top. improved aoe talent targeting 1.7.6Tweak the automatic targeting of aoe talent, so it will try affect most foes, and it may try not to hit player. Werekracken's Stone Warden Race Unlock Fork 1.7.4This is a fork of Bnnuy's Stone Warden Race Unlock addon which removes the race lock from stone warden that prevents creation of non-dwarf stone wardens. As a side effect, if you play with multiple addons you should now see all of the talents from those available on adventurers and wanderers too. (This addon makes talents with the not_on_random_boss available to adventurers and wanderers. Use them at your own risk.) This addon overloads the adventurer and wilder classes, and superloads the WandererSeed mod dialog. https://github.com/Werekracken/tome-wkstone-warden-race-unlock Changelog Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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. Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. More Sounds 1.7.6This addon adds new sounds to the game, such as on some talents that don't have an associated sound, and on infliction of certain status effects. Currently adds new sounds to the following: [Status Effects] [Infusions/Runes] [Other] More will be added as I play more. All sounds are fully original and created by me. 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 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:
Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Reformat Item Description 1.7.6Reformat Item Description (non-intrusive)This extension reformats item description text so the keys in Unlike some similar addons, this one is non-intrusive and does not modify the original description code. Hold the Alt key while hovering over an item to view the original, unformatted description.
Notes
Contributions, bug reports, and improvements are welcome: GitHub repository Version history
1.0.2 1.0.1 1.0.0 Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Wanderer |
| Level / Exp | 20 / 11% |
| Size | big |
| Lifes / Deaths | Killed by Zubiwen the sandworm destroyer at level 20 on the 27th Profit 122nd year of Ascendancy at 23:42 / 1 |
Primary Stats
| Strength | 64 (base 48) |
| Dexterity | 29 (base 22) |
| Constitution | 30 (base 19) |
| Magic | 58 (base 48) |
| Willpower | 27 (base 15) |
| Cunning | 16 (base 15) |
Resources
| Hate | 100/100 |
| Psi | 117/117 |
| Vim | 176/176 |
| Life | -330/536 |
| Stamina | 200/200 |
| Healing Factor | 1.2692147729954 |
| Regeneration | 15.547880969194 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Mainhand
| Damage | 90 |
| Accuracy | 50 |
| Crit Chance | 30% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +18% |
| Physical | +29% |
| All | 0% |
| Nature | +3% |
Offense: Damage Penetration
| Acid | +30% |
| Light | +50% |
| Nature | +40% |
| Physical | +40% |
| Cold | +30% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 75.235359554753 (100%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 32 |
| Physical Save | 39 |
| Spell Save | 24 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Blight | + 26%( 70%) |
| Physical | + 38%( 70%) |
| Cold | + 29%( 70%) |
| All | + 5%( 70%) |
| Lightning | + 11%( 70%) |
| Light | + 16%( 70%) |
| Mind | + 11%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Confusion Resistance | 32% |
| Disarm Resistance | 23% |
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
Inscriptions (3/3)
| 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Rampage | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Voracity | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic pact | 1.00 |
| 4/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.60 |
| 1/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Engineering | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 to destroy the Worm's neural spine. | 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 |
Equipment
| Psionic focus | Dayrigor the ash vilestaff (15-18 power, 3 apr, physical element)5.0 T2 staff 1H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% physical Res.pen +25% light +15% physical Melee Ret 2 temporal ---------- misc Mana/turn +0.11 Max.mana +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic iron gauntlets (0 def, 4 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +4 Fatigue +1% Mind.save +5 (+2 eff.) Max.HP +40.00 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. |
| Light source | Mayawen2.0 T1 lite [Rare] Master While equipped: ----- def ----- Defense +5 (+1 eff.) Resists +9% nature Die.at -20.00 life HP.reg +2.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Barksorrow the cashmere wizard hat (2 def, 10 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +8 Wil dps ---------- Dmg.mod +3% nature Melee Ret 6 physical ----- def ----- Armour +10 Defense +2 (+0 eff.) Phys.save +9 (+3 eff.) ---------- misc Stam/turn +3.00 Psi/ret +0.04 A pointy cloth hat, very wizardly... |
| On feet | pair of iron boots 'Brenusandur' (0 def, 11 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +11 Fatigue +2% Resists +3% nature Crit.chn- 10.00% Mind.save +6 (+3 eff.) HP.reg +3.00 Heal.mod +11% Silence- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | elm totem of healing 'Xanolle' [power 116] (6/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Str +1 Mag +4 Con dps ---------- Dmg.mod +3% acid Res.pen +5% acid ---------- misc Light +2 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Loamsquall' 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +4.0% ----- def ----- Resists +3% blight +3% cold +3% nature Phys.save +9 (+3 eff.) HP.reg +5.00 Stun/Frz- +21% ---------- misc Vim/melee +1.00 Rings make your fingers look great! |
| On fingers | warrior's copper ring of the mountain (+11%) 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% physical ----- def ----- Armour +6 Resists +11% physical ---------- misc Vim/melee +1.00 Rings make your fingers look great! |
| Around neck | restful copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
| In main hand | Lisolle the dwarven-steel waraxe (20-28 power, 4 apr) 3.0 T3 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +6 darkness +6 nature Against +10% Living On Hit: * 20 arcane resource burn While equipped: dps ---------- Acc +5 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Defense +6 (+2 eff.) Disarm- +23% ---------- misc Talents +3 Flame Bolts One-handed war axes. |
| Around waist | hardened leather belt 'Morningspawner'1.0 T3 belt armor [Rare] Nature While equipped: Stats +6 Str +5 Wil +1 Cun +4 Con dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +6% light On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Crit.chn- 15.00% Phys.save +8 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 48 block) 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +19% blight +15% cold +19% physical +29% fire Dmg.red +9 blight +9 fire +9 physical ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Hettondil the Smeardeath (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Dex +2 Con dps ---------- Dmg.mod +3% physical Res.pen +15% nature ----- def ----- Defense +1 (+0 eff.) Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Morningpunish (0 def, 15 armour) 17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% light Res.pen +5% cold ----- def ----- Armour +15 Fatigue +22% Resists +7% acid +5% physical +12% light +7% lightning +5% fire +6% mind +7% cold ---------- misc Light +2 Talents +2 Blackice A suit of armour made of metal plates. |
Inventory
steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.6 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.1 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the wizard (heal 287; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 287 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, nature, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 physical, 3 nature, 4 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 91; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 91 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 208; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 208 damage for 4 turns. 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. |
shielding rune of the wizard (absorb 307; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 307 damage for 4 turns. 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. |
schematic: Alchemist's Helper0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Adoldama the gold amulet0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +1 Cun dps ---------- Crit.mult +15.00% Phys.pwr +7 (+2 eff.) Mind.pwr +10 (+5 eff.) Phys.spd +10% Dmg.mod +6% mind +7% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ---------- misc Equi/ret +0.04 Amulets make your neck look great! |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- 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." |
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 4 tidal wave that expands slowly over 7 turns, dealing 11.22 cold and 14.47 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
savior's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Phys.save +7 (+2 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
Gilyruiran the dwarven-steel dagger (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 17.5 - 22.8 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +8 acid While equipped: Stats +3 Dex dps ---------- Phys.crit +3.0% Phys.spd +10% Dmg.mod +12% physical Res.pen +5% mind Acc +24 (+8 eff.) ----- def ----- Defense +10 (+3 eff.) Mind.save +12 (+6 eff.) Sharp, short and deadly. |
flaming steel dagger of projection (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane/Psionic Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +7 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
steel dagger of evisceration (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 12.0 - 15.6 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +6 (+2 eff.) Sharp, short and deadly. |
mighty ash longbow4.0 T2 longbow 2H weapon [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+3 eff.) Longbows are used to shoot arrows at your foes. |
balanced steel longsword of massacre (24-34 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 24.5 - 34.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +5 (+1 eff.) Disarm- +26% Sharp, long, and deadly. |
flaming dwarven-steel longsword of massacre (28-38 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane/Master Power 27.5 - 38.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +7 fire Sharp, long, and deadly. |
iron longsword (12-17 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Sharp, long, and deadly. |
truestriking steel longsword of paradox (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Arcane/Master Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 temporal While equipped: dps ---------- Res.pen +7% physical Acc +7 (+3 eff.) Apr +5 ----- def ----- Resists +10% temporal Sharp, long, and deadly. |
Blastslicer (20-29 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master/Psionic Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 darkness Against +6% Living On Hit.r1 +9 fire While equipped: Stats +1 Cun dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +5% mind ---------- misc Max.hate +6.00 Blunt and deadly. |
Eilinuyanne the Blazeblood (17-24 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master/Psionic Power 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 darkness Against +6% Living On Crit: * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 While equipped: ----- def ----- Resists +3% light Blunt and deadly. |
gifted thorny mindstar of life (10-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +9 (+5 eff.) ----- def ----- Max.HP +23.00 HP.reg +0.80 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's thorny mindstar (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +2% nature ----- def ----- Resists +4% blight Disease- +17% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Emelytta the yew magestaff (25-30 power, 4 apr, cold element)5.0 T3 staff 1H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +4% Spell.pwr +35 (+12 eff.) Melee+ 21 arcane Dmg.mod +12% arcane +25% cold ----- def ----- Spell.save +9 (+5 eff.) ---------- misc Max.mana +69.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash starstaff (20-24 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of protection (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% physical ----- def ----- Resists +10% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
mage-hunter's steel steamgun of tinkering (+5)4.0 T2 steamgun 1H weapon Reqs Steam Pool [Ego+] Disrupt/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Cun +2 Wil dps ---------- Steampwr +6 (+5 eff.) Mind.pwr +6 (+3 eff.) On Hit (Ranged): * 7 arcane resource burn ---------- misc Masteries +0.10 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's dwarven-steel steamgun of acid4.0 T3 steamgun 1H weapon Reqs Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +5 acid Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +12% acid Acc +6 (+2 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of the Shaloren (8 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +2 Dex dps ---------- Acc +4 (+2 eff.) Apr +4 ----- def ----- Defense +2 (+0 eff.) Resists +10% darkness +12% temporal Def/telep +10 Res/telep +11% Dur/telep +14% 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. |
resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
timebroken cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +2 Wil dps ---------- Spell.crit +4% Spell.pwr +5 (+2 eff.) Dmg.mod +5% arcane +13% temporal ----- def ----- Resists +11% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% all Poison- +21% Disease- +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adytta the Sunripper (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% nature ----- def ----- Armour +3 Resists +9% light +3% lightning ---------- misc Infravis +1 A pair of boots made of leather. |
Blazeward the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +20 (+10 eff.) Dmg.mod +6% acid Res.pen +20% light ----- def ----- Armour +3 Resists +3% acid +3% light Phys.save +6 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) A pair of boots made of leather. |
Glorumina the pair of rough leather boots (0 def, 9 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Armour +9 Resists +3% nature Max.HP +60.00 ---------- misc Infravis +1 A pair of boots made of leather. |
Glowhue (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% light ----- def ----- Armour +3 Resists +12% lightning +3% blight HP.reg +2.00 ---------- misc Infravis +1 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 ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. |
sand hardened leather gloves (0 def, 8 armour)1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 8 physical Dmg.mod +4% physical ----- def ----- Armour +8 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. |
Glorodath the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Str +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal ---------- misc See.Invis +9 A cap made of leather. |
Ivodatta the Icepierce (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Mag +3 Wil +3 Cun dps ---------- Crit.mult +5.00% Spell.pwr +5 (+2 eff.) Mind.pwr +4 (+2 eff.) Dmg.mod +3% physical Res.pen +5% cold ----- def ----- Armour +1 Fatigue +1% Resists +3% physical A hat made of leather. Very stylish. |
Nimbuslace (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +12% mind Res.pen +15% darkness +5% lightning Melee Ret 2 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Armour +3 Fatigue +3% Resists +3% lightning +9% mind A cap made of leather. |
aegis cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+0 eff.) Shield.pwr +8% HP.reg +2.60 A pointy cloth hat, very wizardly... |
dwarven-steel helm of constitution (+4) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Goreorder' (0 def, 11 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% nature ----- def ----- Armour +11 Fatigue +3% Phys.save +19 (+6 eff.) Die.at -20.00 life A cap made of leather. |
miner's iron helm (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather hat 'Daimirab' (15 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Str ----- def ----- Armour +1 Defense +15 (+5 eff.) Fatigue +1% Resists +6% lightning +5% temporal +1% physical Confus- +10% A hat made of leather. Very stylish. |
rough leather hat 'Rhufast' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Wil +4 Con ----- def ----- Armour +1 Fatigue +1% ---------- misc Psi/ret +0.16 Hate/m.crit +3.00 See.Invis +3 A hat made of leather. Very stylish. |
dwarven-steel mail armour of command (10 def, 14 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +12% Mind.save +16 (+8 eff.) A suit of armour made of mail. |
impenetrable iron mail armour (2 def, 11 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable steel mail armour of fire resistance (2 def, 15 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +15 Defense +2 (+0 eff.) Fatigue +12% Resists +15% fire A suit of armour made of mail. |
troll-hide hardened leather armour of clarity (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature/Psionic While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +8% mind Mind.save +12 (+6 eff.) Max.HP +33.00 HP.reg +7.20 Heal.mod +12% A suit of armour made of leather. |
impenetrable steel plate armour of fire resistance (0 def, 16 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +15% fire A suit of armour made of metal plates. |
Badrarehir (0 def, 2 armour, 18 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +15 (+5 eff.) S.pwr/crit +2 Melee+ 6 fire Melee Ret 2 fire ----- def ----- Armour +2 Fatigue +8% ---------- misc Mana/s.crit +1.00 Talents +1 Block Handheld deflection devices. |
icy iron shield of physical resistance (0%) (0 def, 2 armour, 20.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 cold Melee Ret 2 ice ----- def ----- Armour +2 Fatigue +8% Resists +11% physical ---------- misc Talents +1 Block Handheld deflection devices. |
demon seed [dolleg] (17, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Blighted Path Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (15, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (22, body)0.0 T3 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +3 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (17, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ----- def ----- Teleport- +50% Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (22, body)0.0 T3 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +3 Overpower Demon status: alive (21% life). The seed of a demon. |
demon seed [thaurhereg] (16, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ----- def ----- Silence- +48% Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (18, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: dps ---------- All.spd +13% Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (13, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (19, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (16, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (14, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (22, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (16, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (18, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (16, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: 13% chance to trigger a Blood Spray cast of level 2 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (16, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (17, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Cursed Arm Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (15, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Farstrike Demon status: alive (86% life). The seed of a demon. |
demon seed [uruivellas] (16, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (15, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Frost Grab Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (20, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (14, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +2 Pain Affinity Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (16, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Telepathy Demon Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (16, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +2 Hexed Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (15, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Dmg.mod +15% acid +15% physical +15% blight Res.pen +8% acid +8% physical +8% blight Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (15, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +2 Doom Storm Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (22, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Dmg.mod +18% blight +18% fire +18% darkness Res.pen +11% blight +11% fire +11% darkness Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (10, offhand)0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +15% acid +15% darkness +15% blight Dmg.red +5 acid +5 darkness +5 blight Demon status: alive (100% life). The seed of a demon. |
5 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. |
233 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. |
onyx0.0 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. |
2 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. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
Lorublek the Flowerroar (dig speed 39 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature Apr +3 Melee Ret 2 nature ----- def ----- Resists +11% nature ---------- misc Max.stam +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(80 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
ash totem of healing [power 176] (6/15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
Cloudpierce [power 122] (6/20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 Dmg.mod +3% lightning ----- def ----- Resists +6% blight Spell.save +6 (+3 eff.) Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 37. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Dairofast the Dawnswift [power 284] (6/20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Mind.pwr +25 (+13 eff.) ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Max.psi +20.00 Light +3 Create a shield absorbing up to 284 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending ash wand of shielding [power 170] (6/20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Resists +10% blight 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. It was hardened by the digestive sack. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By DRM02 the Drem Wanderer level 19
27th Profit 122nd year of Ascendancy at 17:01 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By DRM02 the Drem Wanderer level 10
27th Voratun 122nd year of Ascendancy at 13:56 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By DRM02 the Drem Wanderer level 20
27th Profit 122nd year of Ascendancy at 17:01 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By DRM02 the Drem Wanderer level 4
19th Voratun 122nd year of Ascendancy at 12:58 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By DRM02 the Drem Wanderer level 14
6th Profit 122nd year of Ascendancy at 19:15 see stats
Log
Black Blood Bleeding from DRM02 hits Layiyatta the gigantic sandworm tunneler for 22 darkness damage.
Layiyatta the gigantic sandworm tunneler uses Stunning Blow.
Layiyatta the gigantic sandworm tunneler misses DRM02.
DRM02 is stunned!
Layiyatta the gigantic sandworm tunneler hits DRM02 for (9 flat reduction), (13 rampage shugs off), 0 physical, (4 rampage shugs off), 0 nature (0 total damage).
Melee retaliation hits Layiyatta the gigantic sandworm tunneler for 8 physical, 2 temporal (10 total damage).
DRM02 is no longer rampaging.
Talent Dig is ready to use.
The unstable sand tunnel collapses!
Black Blood Bleeding from DRM02 hits Layiyatta the gigantic sandworm tunneler for 11 darkness damage.
DRM02 is confused and fails to use Shattering Shout.
Zubiwen the sandworm destroyer uses Oozebeam.
DRM02 slows down.
Zubiwen the sandworm destroyer hits DRM02 for 99 nature damage.
Layiyatta the gigantic sandworm tunneler uses Ice Claw.
Layiyatta the gigantic sandworm tunneler misses DRM02.
DRM02 is no longer pinned.
DRM02 overcomes the gloom
DRM02 is no longer out of phase.
Talent Twisted Portal is ready to use.
Talent Telekinetic Grasp is ready to use.
Talent Block is ready to use.
The unstable sand tunnel collapses!
Layiyatta the gigantic sandworm tunneler stops bleeding black blood.
Zubiwen the sandworm destroyer uses Acidbeam.
Zubiwen the sandworm destroyer's natural acid becomes more concentrated!
Zubiwen the sandworm destroyer hits DRM02 for 144 acid damage.
DRM02 the level 20 drem wanderer was dissolved to death by Zubiwen the sandworm destroyer on level 2 of Sandworm lair.
DRM02 no longer revels in blood quite so much.








































































































































