









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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 Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 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. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Doombringer |
| Level / Exp | 28 / 44% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Layubeth the snow giant at level 23 on the 11st Regrowth 123rd year of Ascendancy at 10:30 / 2Killed by Shasshhiy'Kaish at level 28 on the 35th Regrowth 123rd year of Ascendancy at 00:38 |
Primary Stats
| Strength | 126 (base 60) |
| Dexterity | 50 (base 51) |
| Constitution | 26 (base 12) |
| Magic | 30 (base 12) |
| Willpower | 15 (base 10) |
| Cunning | 16 (base 11) |
Resources
| Life | -272/771 |
| Stamina | 164/194 |
| Vim | 111/233 |
| Healing Factor | 1.1816586254955 |
| Regeneration | 7.3853664093467 |
Speed
| Mental | +6.6613381477509E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 198 |
| Accuracy | 52 |
| Crit Chance | 27% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +14% |
| Temporal | +12% |
| Physical | +17% |
| Mind | +16% |
| All | +5% |
Offense: Damage Penetration
| Cold | +10% |
| Physical | +45% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 21 (30%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 22 |
| Mental Save | 35 |
Defense: Resistances
| Darkness | + 21%( 70%) |
| Acid | + 34%( 70%) |
| Nature | + 31%( 70%) |
| Temporal | + 30%( 70%) |
| Blight | + 28%( 70%) |
| Physical | + 36%( 70%) |
| Mind | + 28%( 70%) |
| All | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 20% |
| Confusion Resistance | 30% |
| Poison Resistance | 10% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 506 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 171 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 603% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 14 up to 4 times. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Corruption / Wrath | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Cyrilekira the rattlesnake. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by ritch flamespitter. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed hummerhorn wing. * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed electric eel tail. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Chachik' (20 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +14 Con dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +7% physical Res.pen +10% physical ----- def ----- Armour +4 Defense +20 (+6 eff.) Fatigue +3% Mind.save +18 (+8 eff.) ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Duveldir the brass lantern2.0 T1 lite [Rare] Master While equipped: ----- def ----- Armour +2 Resists +1% physical Die.at -40.00 life Disease- +10% Stun/Frz- +20% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Hailwish (0 def, 5 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Res.pen +10% cold ----- def ----- Armour +5 Fatigue +1% Resists +11% mind +3% acid Mind.save +11 (+5 eff.) Cut- +20% Confus- +20% Stun/Frz- +20% A cap made of leather. |
| Tool | Bleaksever the dwarven-steel pickaxe (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Resists +6% blight +6% temporal +3% darkness Mind.save +3 (+2 eff.) Confus- +10% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel quartz ring0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +7 (+4 eff.) Dmg.mod +5% all ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
| On fingers | treant's copper ring of perseverance =22 stun=0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +6% nature +5% blight HP.reg +2.00 Poison- +10% Disease- +11% Stun/Frz- +22% Rings make your fingers look great! |
| Around waist | Xerowe1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+2 eff.) Acc +20 (+6 eff.) ----- def ----- Defense +5 (+1 eff.) Mind.save +9 (+5 eff.) HP.reg +4.00 Heal.mod +5% Stun/Frz- +10% A belt that goes around your waist. |
| In main hand | voratun battleaxe of evisceration (58-88 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Master Power 58.5 - 87.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +14 (+3 eff.) Massive two-handed battleaxes. |
| On hands | Cracklequick the hardened leather gloves (20 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Mind.crit +4% Phys.pwr +15 (+3 eff.) Melee+ 11 temporal Ranged+ 9 temporal Dmg.mod +9% lightning +7% temporal +6% mind ----- def ----- Armour +2 Defense +20 (+6 eff.) Resists +7% temporal ---------- misc Stam/turn +3.00 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. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 23.71 to 29.64 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
| Cloak | cashmere cloak 'Flowerwedge' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +6 Mag +3 Wil dps ---------- Res.pen +25% physical ----- def ----- Defense +2 (+0 eff.) Resists +9% nature Phys.save +6 (+2 eff.) ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | warrior's steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +8% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 345; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 345 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 511%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 511% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 659%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 659% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; physical; dur 3; cd 16)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 3 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 nature talent. |
biting gale rune of the wizard (damage 176; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 175.58 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 5; phase 14; cd 16)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 16 Travel.spd 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 14%, your defense is increased by 14 and all your resistances by 14%. 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 duelist (absorb 86; cd 19)0.1 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 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 86 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
The Far-Hand =10con=0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (138). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
steel amulet 'Porowe' =3con=0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Wil +3 Cun +3 Con dps ---------- Mind.pwr +7 (+4 eff.) Res.pen +15% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% blight +3% temporal Mind.save +6 (+3 eff.) Confus- +12% Amulets make your neck look great! |
Flashpanic the steel ring =good resists=0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% blight Res.pen +10% acid On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 * 20% chance to reduce armor by 30% ----- def ----- Resists +33% acid +26% fire +14% lightning +16% cold Rings make your fingers look great! |
Sparkpain =3con=0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Con ----- def ----- Resists +6% lightning Die.at -80.00 life Blind- +20% ---------- misc Infravis +3 See.Stealth +6 See.Invis +7 Rings make your fingers look great! |
Tidan =6mag=0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +1 Dex +6 Mag +9 Wil +5 Cun dps ---------- Spell.pwr +7 (+3 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +12% temporal ----- def ----- Resists +12% temporal +6% light +6% darkness Rings make your fingers look great! |
Drake's Bane (45-68 power, 21 apr) =20stun=3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Harigund the dwarven-steel dagger (16-21 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Nature/Master Power 16.0 - 20.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +11 nature While equipped: Stats +10 Wil +3 Cun +10 Con dps ---------- Acc +8 (+2 eff.) Melee Ret 4 blight ----- def ----- Defense +9 (+3 eff.) Resists +3% blight Max.HP +43.00 Disarm- +30% Sharp, short and deadly. |
balanced dwarven-steel dagger of enduring (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Nature/Master Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +7 Con +7 Wil dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Max.HP +25.00 Disarm- +21% Sharp, short and deadly. |
Jetking the iron greatmaul (30-44 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Nature Power 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Melee Ret 8 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +10 Massive two-handed mauls. |
Genocide (42-67 power, 4 apr)3.0 T3 greatsword 2H weapon Reqs Wil 20 [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Samugayantir the iron greatsword (14-22 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Nature Power 14.0 - 22.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Defense +10 (+3 eff.) Resists +6% acid +12% mind Heal.mod +10% Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed swords. |
acidic stralite greatsword of the mystic (51-82 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Arcane Power 51.0 - 81.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 110 damage over 5 turns and reducing armor and accuracy by 14 While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.pwr +13 (+5 eff.) Massive two-handed swords. |
arcing steel greatsword of daylight (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 light Against +13% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 66 damage Massive two-handed swords. |
truestriking dwarven-steel greatsword of crippling (36-58 power, 2 apr) =res/crit=3.0 T3 greatsword 2H weapon [Ego++] Master Power 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Res.pen +14% physical Acc +10 (+3 eff.) Apr +10 Massive two-handed swords. |
Taintflash4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +12 lightning While equipped: Stats +5 Wil dps ---------- Mind.crit +2% Dmg.mod +12% lightning Res.pen +15% nature Melee Ret 8 fire On Hit (Ranged): * 20% chance to slow global speed by 43% ----- def ----- Resists +6% fire Longbows are used to shoot arrows at your foes. |
steady ash longbow of enduring4.0 T2 longbow 2H weapon Reqs Shoot [Ego+] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +9 Con +8 Wil dps ---------- Phys.crit +2.0% Acc +8 (+2 eff.) ----- def ----- Max.HP +38.00 Longbows are used to shoot arrows at your foes. |
blooming thorny mindstar of clarity (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 8.0 - 8.8 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.) ----- def ----- Mind.save +7 (+4 eff.) Heal.mod +15% Heal/summ +19 ---------- misc Max.psi +19.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of disruption (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Disrupt 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% Against +8% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
fungal hardened leather sling of cunning (+4)4.0 T3 sling 1H weapon Reqs Shoot [Ego] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +4 Cun +3 Con dps ---------- Res.pen +7% physical ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 130 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
ranger's rough leather sling4.0 T1 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Dex Slings are used to hurl stones or metal shots at your foes. |
Frostbearer the yew vilestaff (20-24 power, 4 apr, darkness element) =9con=5.0 T3 staff 2H weapon [Random Unique] Nature/Master 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: Stats +9 Con dps ---------- Spell.crit +10% Crit.mult +10.00% Spell.pwr +20 (+7 eff.) Dmg.mod +20% darkness +6% cold Res.pen +20% cold On Hit (Melee): * 10 arcane resource burn ----- def ----- HP.reg +1.90 Heal.mod +31% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of warding (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] 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 (+3 eff.) Dmg.mod +15% fire ----- def ----- Armour +4 Defense +5 (+1 eff.) ---------- misc Wards +2 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash starstaff of wizardry (20-24 power, 3 apr, physical element) =2mag=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: Stats +2 Mag +1 Wil dps ---------- Spell.crit +2% Spell.pwr +13 (+5 eff.) Dmg.mod +20% physical ---------- misc Max.mana +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Tarredir the rough leather belt =3mag=1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Dex +3 Mag +1 Con dps ---------- On Hit (Melee): * 10% chance to reduce armor by 30% ----- def ----- Fatigue -5% Crit.chn- 10.00% ---------- misc Max.enc +24 A belt that goes around your waist. |
hardened leather belt 'Fogtaint' =3con=1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +20% darkness ----- def ----- Resists +6% light +6% cold Spell.save +8 (+4 eff.) Confus- +20% ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt of magery1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +4% A belt that goes around your waist. |
Frigidwilter the linen cloak (1 def, 6 armour) =4mag=2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Dex +4 Mag +1 Con dps ---------- Dmg.mod +3% cold ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fulintir the Glareroar (2 def, 7 armour) =3con=2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.crit +3.0% Dmg.mod +15% light Res.pen +10% light +10% acid Apr +2 Melee Ret 2 light ----- def ----- Armour +7 Defense +2 (+0 eff.) Resists +22% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hailweeper the cashmere cloak (9 def, 5 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +2 Con dps ---------- Res.pen +10% cold +5% temporal ----- def ----- Armour +5 Defense +9 (+3 eff.) Resists +12% cold Phys.save +20 (+6 eff.) Spell.save +11 (+6 eff.) Mind.save +12 (+6 eff.) Max.HP +96.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Haleblek the Glintslicer (0 def, 0 armour) =5mag=2.0 T2 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +8% lightning +5% physical +8% cold +10% arcane +16% temporal Res.pen +5% darkness Melee Ret 2 light ----- def ----- Resists +5% lightning +16% temporal +6% light +5% cold +9% all ---------- misc Max.mana +21.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of the mountain (+15%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +15% physical ----- def ----- Resists +11% all +15% physical Mind.save +18 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +14% arcane ----- def ----- Resists +9% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy linen robe of the mind (+11%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Disrupt/Psionic While equipped: dps ---------- Dmg.mod +11% mind On Melee Ret: * 4% chance to slow global speed by 43% * 4 arcane resource burn ----- def ----- Resists +11% mind +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Prismhack the pair of hardened leather boots (10 def, 3 armour) =light=2.0 T3 feet armor [Rare] Psionic While equipped: Stats +3 Con +7 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +3 Defense +10 (+3 eff.) Max.HP +60.00 Disarm- +10% ---------- misc Psi/ret +0.16 Light +2 Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 23 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Runyndur (0 def, 4 armour) =dec=3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue -3% Resists +3% lightning +9% temporal +5% arcane +3% mind +3% acid Phys.save +10 (+3 eff.) Max.HP +60.00 Confus- +20% ---------- misc Max.enc +28 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of iron boots of rushing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Fatigue +2% HP.reg +2.00 Heal.mod +11% Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dawntouch (0 def, 2 armour) =6mag=1.0 T2 hands armor [Rare] Arcane While equipped: Stats +6 Mag +13 Wil dps ---------- Mind.crit +4% Spell.pwr +7 (+3 eff.) Melee+ 7 arcane Dmg.mod +5% arcane Res.pen +25% light ----- def ----- Armour +2 Resists +5% arcane 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. |
Crown of Command (3 def, 6 armour) =10will=3.0 T3 head armor Reqs Heavy armour training Cun 25 [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Getandur (15 def, 8 armour) =15 pen=3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +4 Dex +3 Cun +6 Con dps ---------- Res.pen +15% physical Apr +2 Melee Ret 6 mind ----- def ----- Armour +8 Defense +15 (+5 eff.) Fatigue +4% Resists +1% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iveldaba (2 def, 0 armour) =5con=2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Wil +5 Con dps ---------- Dmg.mod +15% fire Melee Ret 6 acid ----- def ----- Defense +2 (+0 eff.) Resists +9% nature +22% fire A pointy cloth hat, very wizardly... |
Pusonslaught (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +5 Dex +3 Cun +7 Con dps ---------- Res.pen +20% nature ----- def ----- Armour +1 Fatigue +1% Resists +7% fire +7% cold ---------- misc Infravis +3 A cap made of leather. |
hardened leather cap 'Eilinewen' (0 def, 3 armour) =6con=2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +2 Dex +3 Wil +4 Cun +6 Con dps ---------- Res.pen +20% acid ----- def ----- Armour +3 Fatigue +3% Crit.chn- 15.00% Mind.save +9 (+5 eff.) ---------- misc Light +2 A cap made of leather. |
linen wizard hat 'Layesetta' (1 def, 0 armour) =3mag=2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% blight +9% arcane Phasing +30% Melee Ret 2 blight 2 temporal ----- def ----- Defense +1 (+0 eff.) Resists +11% blight A pointy cloth hat, very wizardly... |
cleansing iron mail armour of the deep (2 def, 5 armour) =water=14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +5 Defense +2 (+0 eff.) Fatigue +12% Resists +6% acid +5% cold +10% nature +10% blight ---------- misc Breathe water A suit of armour made of mail. |
fortifying dwarven-steel mail armour of stability (3 def, 8 armour) =4con=14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +7% physical Phys.save +11 (+3 eff.) Max.HP +56.00 A suit of armour made of mail. |
impenetrable iron mail armour (2 def, 9 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
Rogue Plight (6 def, 7 armour)9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
enlightening cured leather armour of lightning resistance (6 def, 4 armour)9.0 T2 light armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +17% lightning Mind.save +11 (+5 eff.) A suit of armour made of leather. |
enlightening cured leather armour of stability (6 def, 4 armour)9.0 T2 light armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +6% physical Phys.save +10 (+3 eff.) Mind.save +12 (+6 eff.) A suit of armour made of leather. |
rejuvenating cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +16% fire HP.reg +2.90 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
reinforced dwarven-steel shield of shrapnel (0 def, 10 armour, 108.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 298 physical damage over 5 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
voratun shield 'Zuboretha' (0 def, 10 armour, 207 block) =t5=7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 99 light and fire damage to each enemy blocked * Cause enemies within radius 6 to bleed for 298 physical damage over 5 turns (1/turn) On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Armour +10 Fatigue +8% Resists +19% lightning +10% fire +9% light ---------- misc Talents +1 Block Handheld deflection devices. |
11 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. |
324 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. |
5 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
4 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. |
Gunidan (dig speed 19 turns) =dig=3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +6% mind Apr +2 ----- def ----- Phys.save +3 (+1 eff.) Max.HP +22.00 ---------- misc Max.stam +36.00 Max.psi +10.00 Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Thunderimmortal the brass lantern =4con=2.0 T1 lite [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +3% mind Res.pen +5% lightning ----- def ----- Armour +4 Resists +3% mind Phys.save +6 (+2 eff.) Heal.mod +11% ---------- 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. |
bright brass lantern of the zealot2.0 T1 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +6 (+3 eff.) ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ethereal brass lantern of corpselight =water=1.0 T1 lite [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +9 (+4 eff.) ----- def ----- Resists +6% blight +6% darkness ---------- misc Light +5 Infravis +4 See.Invis +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 22 blight damage or heals 31 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
pouch of steel shots of wind (18/21, 22-26 power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 22.0 - 26.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 213 physical damage Shots are used with slings to pummel your foes to death. |
Tundrafear the dwarven-steel torque of gale force [power 235] (15 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% cold On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Resists +6% blight Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 275 physical damage Puts all charms on 15 cooldown 100% to gain a 17% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
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. |
Gimina the elm wand of lightning storm [power 110] (15 cooldown) =2con=2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Con dps ---------- Phys.pwr +15 (+3 eff.) ----- def ----- Defense +20 (+6 eff.) Resists +3% mind Phys.save +6 (+2 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (125 total damage) Puts all charms on 15 cooldown 100% to heal for 35. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 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 +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. |
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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Seele the Ogre Doombringer level 18
56th Dusk 122nd year of Ascendancy at 01:25 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Seele the Ogre Doombringer level 23
17th Regrowth 123rd year of Ascendancy at 04:14 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Seele the Ogre Doombringer level 5
78th Pyre 122nd year of Ascendancy at 21:16 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Seele the Ogre Doombringer level 10
2nd Dusk 122nd year of Ascendancy at 14:00 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Seele the Ogre Doombringer level 20
75th Dusk 122nd year of Ascendancy at 09:49 see stats
Once bitten, twice shy (Insane (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Seele the Ogre Doombringer level 27
25th Regrowth 123rd year of Ascendancy at 03:51 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Seele the Ogre Doombringer level 21
38th Haze 122nd year of Ascendancy at 08:40 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Seele the Ogre Doombringer level 16
31st Dusk 122nd year of Ascendancy at 14:19 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Seele the Ogre Doombringer level 9
1st Dusk 122nd year of Ascendancy at 23:18 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Seele the Ogre Doombringer level 22
8th Allure 123rd year of Ascendancy at 14:24 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Seele the Ogre Doombringer level 10
7th Dusk 122nd year of Ascendancy at 11:01 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Seele the Ogre Doombringer level 22
9th Regrowth 123rd year of Ascendancy at 03:41 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Seele the Ogre Doombringer level 22
7th Allure 123rd year of Ascendancy at 19:47 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Seele the Ogre Doombringer level 20
77th Dusk 122nd year of Ascendancy at 17:10 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Seele the Ogre Doombringer level 15
24th Dusk 122nd year of Ascendancy at 01:08 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Seele the Ogre Doombringer level 23
11st Regrowth 123rd year of Ascendancy at 10:30 see stats
Log
You don't see how to get there...
You don't see how to get there...
You don't see how to get there...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 15 turns (stop reason: something interesting).
Ran for 2 turns (stop reason: something interesting).
Ran for 7 turns (stop reason: something interesting).
Ran for 2 turns (stop reason: something interesting).
Today is the 35th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Ran for 4 turns (stop reason: dialog is displayed).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Shasshhiy'Kaish casts Blood Lock.
Ran for 23 turns (stop reason: detrimental status effect).
Seele is blood locked.
Shasshhiy'Kaish casts Rune: Acid Wave.
Seele is disarmed!
Shasshhiy'Kaish hits Seele for (41 abyssal shield), 188 acid (188 total damage).
Shasshhiy'Kaish casts Meteor Rain.
Shasshhiy'Kaish hits Seele for (40 abyssal shield), 93 physical, (39 abyssal shield), 117 fire, (39 abyssal shield), 94 physical, (38 abyssal shield), 119 fire, (38 abyssal shield), 95 physical, (37 abyssal shield), 120 fire, (36 abyssal shield), 96 physical, (36 abyssal shield), 121 fire (855 total damage).
Seele the level 28 ogre doombringer was burnt to death by Shasshhiy'Kaish and used for her perverted desires on level 3 of Daikara.


































































































































