Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Schematics of Ascendancy 1.7.4Allows schematic-only artifacts from EoR to be learned AoA or Infinite Dungeon. Each one is unlocked randomly by defeating bosses (not elite bosses) above level 20. Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Softcore Death 1.6.0Allows you to move to a more forgiving permadeath setting when you die. If you are in Roguelike, you can switch to Adventure and carry on from the Eidolon plane. When you switch to Adventure, you have the same amount of bonus lives you would have had if you had been playing Adventure the whole time (minus the one you just lost). New in 1.2.0 - If you are a donator, you can give yourself more adventure mode lives. You will only earn Exploration achievements from then on, but enemies will recover when you die, letting you retry fights as many times as you want. Every time you use this addon, DarkGod cries a single tear Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Cloak Reminder 1.7.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Doctornull's Class Pack Creep Fix 1.7.4A fix for the creep skill not working in the current version 1.7.4 original description: NOTE: use this one instead, not both Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here: This revision is mostly about removing incompatible bits which changed between 1.4 and 1.5, so the classes are rather bare at the moment. I'm registering it so I can play online. I'll post when the additional content is ready. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Race: Doomling 1.7.0This addon requires the Ashes of Urh'Rok DLC to function. Adds the race of Doomlings, demon-corrupted halflings, wielding destructive corrupted versions of the original halfling talents. Doomlings begin in the Searing Halls, and thus can get kidnapped by demons at high level. Racial Abilities
Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Points, Horrific Points 1.7.4Guarantees rewards from The Place Which Does Not Exist (PWDNE) by giving points for passing each level. Entering level 1 grants a class point, entering level 2 while knowing the first lore piece grants a generic point, entering level 3 while knowing the first and second pieces of lore grants a category point, and the first entry into the Home Which Is Not while knowing all three lore pieces grants you a prodigy point. 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Free 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. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Items Vault 1.7.6Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Rather Crafty Hands 1.7.4Allows base Imbue Item to apply to helmets, and changes Crafty Hands to allow any armour. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. |
Campaign | Maj'Eyal |
Mode | Nightmare Semi-Roguelike (mild) |
Sex | Female |
Race | Drem |
Class | Demonologist |
Level / Exp | 19 / 93% |
Size | medium |
Lifes / Deaths | Killed by The Spinal Cord at level 3 on the 18th Voratun 122nd year of Ascendancy at 23:14 4 / 3Killed by corrupted gigantic corrosive tunneler at level 18 on the 38th Dearth 122nd year of Ascendancy at 15:40 Killed by Shasshhiy'Kaish at level 19 on the 5th Loss 122nd year of Ascendancy at 11:56 |
Primary Stats
Strength | 55 (base 47) |
Dexterity | 11 (base 10) |
Constitution | 15 (base 14) |
Magic | 43 (base 35) |
Willpower | 22 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | 595/595 |
Stamina | 184/184 |
Vim | 226/226 |
Healing Factor | 1.3060311219417 |
Regeneration | 1.2407295658446 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 15.703251193202 |
See Invisible | 15.703251193202 |
Offense: Mainhand
Damage | 67 |
Accuracy | 29 |
Crit Chance | 7% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 31 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +18% |
Light | +6% |
Nature | +15% |
Lightning | +17% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Physical | +25% |
Blight | +5% |
Arcane | +10% |
Cold | +5% |
Darkness | +20% |
Defense: Base
Armour (hardiness) | 52.551211628464 (73.607947236566%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 30 |
Physical Save | 28 |
Spell Save | 27 |
Mental Save | 44 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 15%( 70%) |
Physical | + 20%( 70%) |
Cold | + 62%( 70%) |
All | 0%( 70%) |
Lightning | + 30%( 70%) |
Light | + 9%( 70%) |
Temporal | + 3%( 70%) |
Mind | + 44%( 70%) |
Darkness | + 9%( 70%) |
Fire | + 27%( 70%) |
Nature | + 7%( 70%) |
Defense: Immunities
Disarm Resistance | 45% |
Confusion Resistance | 100% |
Stun Resistance | 23% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 234 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: 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 78 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 565% 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 258 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Corruption / Demonic pact | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Corruption / Infernal combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Black-magic | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Strength 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed black mamba head. * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed warg claw. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed length of troll intestine. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You 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 Clear | active |
Equipment
On feet | pair of iron boots 'Curewisp' (0 def, 3 armour) pair of iron boots 'Curewisp' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Dmg.mod +15% nature +3% darkness Res.pen +5% cold On Hit (Melee): * 10% chance to slow global speed by 42% * 20% chance to reduce damage dealt by 14% ----- def ----- Armour +3 Fatigue +2% Resists +3% darkness Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Salolera the Rimespawner Salolera the Rimespawner2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% blight Melee Ret 2 blight 4 cold ----- def ----- Resists +15% cold +3% temporal Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | dwarven-steel helm 'Airbait' (0 def, 4 armour) dwarven-steel helm 'Airbait' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +4 Fatigue +4% Resists +6% acid +7% nature +3% lightning Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Max.HP +75.00 Heal.mod +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | hardened leather gloves 'Dregayon' (0 def, 6 armour) hardened leather gloves 'Dregayon' (0 def, 6 armour)1.0 T2 hands armor [Rare] Master While equipped: ----- def ----- Armour +6 Resists +12% acid +6% fire +12% cold Mind.save +13 (+4 eff.) Max.HP +54.00 ---------- misc Psi/ret +0.12 Hate/m.crit +1.00 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. |
Tool | focusing ash totem of healing [power 182] (15 cooldown) focusing ash totem of healing [power 182] (15 cooldown)2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 182 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 | gold ring 'Unlightmire' gold ring 'Unlightmire' 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +20% darkness +10% acid On Hit (Melee): * 10% chance to reduce armor by 27% ----- def ----- Fatigue -6% Resists +6% acid ---------- misc Max.enc +22 Vim/ret +3.00 Rings make your fingers look great! |
On fingers | Xemithra Xemithra 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +11% lightning Res.pen +10% arcane +25% physical ----- def ----- Armour +12 Defense +10 (+6 eff.) Resists +22% lightning ---------- misc Vim/ret +3.00 Mana/s.crit +1.00 Rings make your fingers look great! |
Around neck | Durerath the Glaresweep Durerath the Glaresweep0.1 T4 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +8 (+4 eff.) Dmg.mod +3% light Melee Ret 6 light ----- def ----- Resists +44% mind +6% light Mind.save +10 (+3 eff.) Confus- +65% ---------- misc Light +2 Amulets make your neck look great! |
In main hand | Deepsstreaker the steel longsword (114% power, 3 apr) Deepsstreaker the steel longsword (114% power, 3 apr) 3.0 T2 longsword 1H weapon [Rare] Master Power 114% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 darkness On Crit.r2 +4 darkness While equipped: Stats +1 Mag dps ---------- Acc +7 (+4 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Defense +6 (+4 eff.) Resists +6% darkness Disarm- +24% ---------- misc Light +3 Talents +3 Cursed Arm Sharp, long, and deadly. |
Around waist | Ce'Nulranor the Glareglean Ce'Nulranor the Glareglean1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +3% light Melee Ret 2 physical ----- def ----- Resists +3% light HP.reg +0.70 Heal.mod +11% ---------- misc Light +2 A belt that goes around your waist. |
In off hand | dwarven-steel shield of cold resistance (+15%) (0 def, 6 armour, 140% power, 85.5 block) dwarven-steel shield of cold resistance (+15%) (0 def, 6 armour, 140% power, 85.5 block) 7.0 T3 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 140% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +86 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +15% blight +17% cold +15% physical +15% fire Dmg.red +5 blight +5 fire +5 physical ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | thick linen cloak of implacability (1 def, 6 armour) thick linen cloak of implacability (1 def, 6 armour)2.0 T1 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% cold Phys.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 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 | iron plate armour of the dragon (0 def, 7 armour) iron plate armour of the dragon (0 def, 7 armour) 17.0 T1 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +6% acid +5% physical +6% fire +5% lightning +6% cold Disarm- +21% Stun/Frz- +23% Knockbk- +21% ---------- misc Talents +2 Acidic Bath Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
healing infusion of the warrior (heal 150; cd 12) healing infusion of the warrior (heal 150; cd 12)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to instantly heal yourself for 150 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 529%; cd 17) movement infusion of the wizard (speed 529%; cd 17)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 529% 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. Press to compare to your current inscriptions |
blink rune of the wizard (range 4; phase 15; cd 10) blink rune of the wizard (range 4; phase 15; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 Magic stat. 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 sneak (absorb 53; cd 15) shatter afflictions rune of the sneak (absorb 53; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed 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 53 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 195; dur 3; cd 14) shielding rune of the wizard (absorb 195; dur 3; 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 195 damage for 3 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. Press to compare to your current inscriptions |
teleportation rune of the sneak (range 32; cd 12) teleportation rune of the sneak (range 32; 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 Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 32 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Geteroddafang' copper amulet 'Geteroddafang'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +3 Wil +1 Con ----- def ----- Resists +3% temporal +16% cold +11% fire Crit.chn- 10.00% Amulets make your neck look great! |
stabilizing copper amulet of constitution (+2) stabilizing copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +12% temporal Pinning- +21% Knockbk- +20% Amulets make your neck look great! |
warrior's copper amulet of mastery (0.12 Corruption / Infernal combat) warrior's copper amulet of mastery (0.12 Corruption / Infernal combat)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Masteries +0.12 Corruption/Infernal combat Amulets make your neck look great! |
clarifying steel amulet clarifying steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +14% mind Confus- +23% Amulets make your neck look great! |
wizard's copper ring wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
marksman's steel ring of clarity marksman's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Acc +8 (+4 eff.) ----- def ----- Mind.save +6 (+2 eff.) Confus- +26% Rings make your fingers look great! |
titan's steel ring of arcana (+0.13/turn) titan's steel ring of arcana (+0.13/turn)0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Silence- +20% ---------- misc Mana/turn +0.13 Rings make your fingers look great! |
stormbringer's iron longsword (104% power, 2 apr) stormbringer's iron longsword (104% power, 2 apr)3.0 T1 longsword 1H weapon [Ego+] Nature Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit.r2 +9 lightning +6 cold While equipped: dps ---------- Mov.spd +21% Res.pen +5% lightning +7% cold Sharp, long, and deadly. |
Xorema the Jetclash (122% power, 2 apr) Xorema the Jetclash (122% power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% darkness ----- def ----- Resists +3% mind Max.HP +60.00 Poison- +20% Blunt and deadly. |
stormbringer's iron waraxe of massacre (111% power, 2 apr) stormbringer's iron waraxe of massacre (111% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego+] Nature/Master Power 111% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +5 lightning +6 cold While equipped: dps ---------- Mov.spd +20% Res.pen +5% lightning +5% cold One-handed war axes. |
Gloomclamor the pouch of iron shots (23/23, 107% power, 1 apr) Gloomclamor the pouch of iron shots (23/23, 107% power, 1 apr)3.0 T1 shot ammo [Rare] Nature Power 107% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 23 Ranged+ +12 mind +10 cold On Hit.r1 +16 mind On Crit.r2 +6 cold +16 darkness +16 mind On Hit: * 20% chance to reduce all saves and defense by 17 Shots are used with slings to pummel your foes to death. |
coruscating steel shield of reflection (0 def, 4 armour, 110% power, 42 block) coruscating steel shield of reflection (0 def, 4 armour, 110% power, 42 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 110% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 Melee+ +11 fire While equipped: Stats +1 Str dps ---------- Melee Ret 3 fire ----- def ----- Armour +4 Fatigue +8% Resists +12% light +11% fire +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
flaming steel shield of acid resistance (+17%) (0 def, 4 armour, 109% power, 38 block) flaming steel shield of acid resistance (+17%) (0 def, 4 armour, 109% power, 38 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 109% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 On Hit.r1 +13 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 1 fire ----- def ----- Armour +4 Fatigue +8% Resists +17% acid ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced steel shield of reflection (0 def, 7 armour, 104% power, 70.5 block) reinforced steel shield of reflection (0 def, 7 armour, 104% power, 70.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Arcane/Master When used to Attack: Power 105% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +70 While equipped: ----- def ----- Armour +7 Fatigue +8% Resists +12% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Belosus the Charveil (2 def, 6 armour) Belosus the Charveil (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Dex dps ---------- Res.pen +15% fire ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +15% lightning +21% fire Max.HP +39.00 HP.reg +2.00 Heal.mod +10% A suit of armour made of mail. |
Woemoon the dwarven-steel mail armour (3 def, 8 armour) Woemoon the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +25% darkness +10% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +5% arcane +7% physical Phys.save +13 (+6 eff.) Spell.save +12 (+6 eff.) A suit of armour made of mail. |
Unlightsweep the rough leather belt Unlightsweep the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Mag +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Phys.save +6 (+3 eff.) A belt that goes around your waist. |
Salunn the linen cloak (7 def, 0 armour) Salunn the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +1 Wil dps ---------- Mind.pwr +15 (+7 eff.) ----- def ----- Defense +7 (+5 eff.) Phys.save +6 (+3 eff.) Max.HP +20.00 Heal.mod +5% ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Isarelaith the hardened leather gloves (10 def, 2 armour) Isarelaith the hardened leather gloves (10 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +5 Str +3 Dex +4 Cun +2 Con dps ---------- Apr +5 ----- def ----- Armour +2 Defense +10 (+6 eff.) Resists +3% physical Phys.save +8 (+4 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of strength (+3) (0 def, 1 armour) iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Salotira (0 def, 2 armour) Salotira (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% HP.reg +2.50 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.30 Psi/turn +0.21 Max.hate +2.00 Max.psi +40.00 Light +3 Infravis +3 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. |
hardened leather cap 'Starrage' (0 def, 3 armour) hardened leather cap 'Starrage' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +12% light Phys.save +6 (+3 eff.) ---------- misc Infravis +3 A cap made of leather. |
Malybers the Duskwend (0 def, 3 armour) Malybers the Duskwend (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil dps ---------- Res.pen +10% blight On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +2% physical +12% light +6% temporal Mind.save +5 (+1 eff.) Poison- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Obsidianwitch the iron helm (0 def, 3 armour) Obsidianwitch the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +15% darkness Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal +6% nature +6% fire ---------- misc Psi/ret +0.04 Hate/m.crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of the depths (0 def, 3 armour) insulating iron helm of the depths (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +5% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate 6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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. |
14 citrine 14 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 zircon 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. |
5 aquamarine 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. |
4 opal 4 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 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 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. |
onyx 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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald 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 garnet 3 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. |
quartz 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. |
Crystal Focus 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. |
118 alchemist agate 118 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. |
alchemist's lamp 'Mucushunter' alchemist's lamp 'Mucushunter'1.0 T3 lite [Rare] Master While equipped: Stats +2 Str +2 Mag dps ---------- Dmg.mod +15% nature ---------- misc Light +10 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Chamevon the iron pickaxe (dig speed 36 turns) Chamevon the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature Acc +5 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Defense +20 (+11 eff.) Resists +11% nature +6% acid While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of predation (dig speed 28 turns) iron pickaxe of predation (dig speed 28 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Dex dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+4 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) 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. |
iron torque of mindblast 'Manegar' [power 100] (15 cooldown) iron torque of mindblast 'Manegar' [power 100] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Cun ----- def ----- HP.reg +4.00 Knockbk- +10% Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
innervating steel torque of psionic shield [power 43] (25 cooldown) innervating steel torque of psionic shield [power 43] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Xedhevea the ash totem of thorny skin [power 27] (20 cooldown) Xedhevea the ash totem of thorny skin [power 27] (20 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +7 Mag dps ---------- S.pwr/crit +4 Res.pen +15% blight ---------- misc Max.vim +10.00 Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
supercharged ash wand of shielding [power 230] (25 cooldown) supercharged ash wand of shielding [power 230] (25 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 25 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
demon seed [dolleg] (19, body) demon seed [dolleg] (19, 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] (19, body) demon seed [dúathedlen] (19, 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 [onilug] (19, body) demon seed [onilug] (19, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ----- def ----- Teleport- +53% Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (18, body) demon seed [quasit] (18, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Overpower Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (12, body) demon seed [water imp] (12, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Blackice Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (21, body) demon seed [fire imp] (21, 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 [dúathedlen] (19, finger) demon seed [dúathedlen] (19, 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 [fire imp] (11, finger) demon seed [fire imp] (11, 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 [wretchling] (11, finger) demon seed [wretchling] (11, 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] (23, finger) demon seed [onilug] (23, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [wretchling] (7, mainhand) demon seed [wretchling] (7, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (17, mainhand) demon seed [dúathedlen] (17, 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 [fire imp] (15, mainhand) demon seed [fire imp] (15, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (21, mainhand) demon seed [dolleg] (21, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: 13% chance to trigger a Blood Spray cast of level 3 Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (21, mainhand) demon seed [quasit] (21, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (23, mainhand) demon seed [water imp] (23, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Frost Grab Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (9, offhand) demon seed [wretchling] (9, 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. |
demon seed [dolleg] (18, offhand) demon seed [dolleg] (18, 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] (19, offhand) demon seed [dúathedlen] (19, 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] (18, offhand) demon seed [onilug] (18, 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] (20, offhand) demon seed [quasit] (20, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Dmg.mod +17% acid +17% physical +17% blight Res.pen +10% acid +10% physical +10% blight Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (13, offhand) demon seed [water imp] (13, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Dmg.mod +14% blight +14% fire +14% darkness Res.pen +7% blight +7% fire +7% darkness Demon status: alive (100% life). The seed of a demon. |
Achievements
By Lyera the Drem Demonologist level 14
43rd Profit 122nd year of Ascendancy at 10:47 see stats
By Lyera the Drem Demonologist level 19
4th Loss 122nd year of Ascendancy at 15:45 see stats
By Lyera the Drem Demonologist level 10
28th Voratun 122nd year of Ascendancy at 12:55 see stats
By Lyera the Drem Demonologist level 15
25th Dearth 122nd year of Ascendancy at 15:11 see stats
By Lyera the Drem Demonologist level 9
25th Voratun 122nd year of Ascendancy at 18:36 see stats
By Lyera the Drem Demonologist level 12
19th Profit 122nd year of Ascendancy at 23:50 see stats
By Lyera the Drem Demonologist level 17
29th Dearth 122nd year of Ascendancy at 07:55 see stats
Log
Shasshhiy'Kaish hits Lyera for (5 flat reduction), 69 fire (69 total damage).
Lyera hits Shasshhiy'Kaish for 100 blight, 4 darkness, 62 physical (165 total damage).
Shasshhiy'Kaish is no longer cursed.
Curse of Death from Lyera hits Shasshhiy'Kaish for 27 darkness damage.
Black Blood Bleeding from Lyera hits Shasshhiy'Kaish for 17 darkness damage.
Onilug casts Drain.
Shasshhiy'Kaish performs a melee critical strike against Lyera!
Shasshhiy'Kaish hits Lyera for (5 flat reduction), 15 physical, 31 temporal, (5 flat reduction), 5 physical, 31 temporal (82 total damage).
Onilug hits Shasshhiy'Kaish for 144 blight damage.
Melee retaliation hits Shasshhiy'Kaish for 2 physical, 6 light, 2 blight, 4 cold, 2 physical, 6 light, 2 blight, 4 cold (28 total damage).
Lyera HEALS from acid damage!
Lyera's acid area effect hits Shasshhiy'Kaish for 24 acid damage.
Lyera's acid area effect hits Onilug for 36 acid damage.
Lyera's acid area effect hits Lyera for 12 acid, 27 healing (12 total damage) [27 healing].
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Lyera misses Shasshhiy'Kaish.
Shasshhiy'Kaish casts Meteor Rain.
Shasshhiy'Kaish hits Lyera for (5 flat reduction), 88 physical, (5 flat reduction), 69 fire, (5 flat reduction), 88 physical, (5 flat reduction), 69 fire, (5 flat reduction), 88 physical, (5 flat reduction), 69 fire, (5 flat reduction), 88 physical, (5 flat reduction), 69 fire (631 total damage).
Shasshhiy'Kaish hits Onilug for 130 physical, 149 fire (278 total damage).
Lyera the level 19 drem demonologist was roasted to death by Shasshhiy'Kaish and used for her perverted desires on level 3 of Daikara.
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Saving game...
Shasshhiy'Kaish killed Onilug!
Shasshhiy'Kaish killed Lyera!
Saving done.
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.