Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Forbidden Cults 1.7.0Official 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.
Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 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: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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: Shadows are Kirby 1.5.10Makes shadows into kirby because kirby is better than anime and sheila will just get stunt to make her addon anyway. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 27 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by Yveyassra the slaver at level 21 on the 23rd Dearth 122nd year of Ascendancy at 20:44 / 2Killed by Rantha the Worm at level 27 on the 16th Shortage 122nd year of Ascendancy at 20:33 |
Primary Stats
| Strength | 35 (base 15) |
| Dexterity | 66 (base 45) |
| Constitution | 15 (base 13) |
| Magic | 75 (base 57) |
| Willpower | 9 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | -62/745 |
| Mana | 167/251 |
| Insanity | 30/100 |
| Healing Factor | 1.2360311219417 |
| Regeneration | 10.197256756019 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 8 |
| See Stealth | 23.286325232638 |
| See Invisible | 38.286325232638 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 68 |
| Crit Chance | 22% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +30% |
| Temporal | +15% |
| Blight | +18% |
| Physical | +42% |
| Darkness | +86% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +35% |
| Lightning | +15% |
| Fire | +15% |
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 31 (51.69962066283%) |
| Defense | 65 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 25 |
| Mental Save | 18 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 7%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
| Darkness | + 30%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 15%( 70%) |
| Lightning | + 12%( 70%) |
| Fire | + 47%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 97 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 38 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 681% 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 286 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Beyond sanity | 1.30 |
| 1/5 |
| 1/5 |
| 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 |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by sandworm destroyer. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | 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 have explored the Old Forest and vanquished Shardskin. * 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 |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 |
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 within2 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 | Cracklelash the pair of hardened leather boots (6 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 33% Changes resistances: +9% acid / +6% lightning Changes resistances penetration: +15% lightning Changes damage: +12% darkness Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 25 cooldown : Effective talent level: 4.0 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 34 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | EremagundPowered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Mag Changes resistances: +7% blight / +8% darkness / +5% arcane Reduces incoming crit damage: 15.00% Only die when reaching: -60.00 life Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Light radius: +9 Infravision radius: +4 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 19 blight damage or heals 24 life. Creatures standing in the retch also have 9% 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 normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | iron helm 'Harilethel' (0 def, 5 armour) =ppow=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +30 (+8 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to reduce armor by 38% Changes resistances: +6% lightning / +6% temporal Critical mult.: +5.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Getha (dig speed 40 turns) =def/str/mag=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -5% Changes stats: +3 Str / +3 Mag Changes resistances: +6% fire Physical save: +3 (+2 eff.) Healing mod.: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Noontyphoon =dam=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 8% Changes resistances: +22% darkness / +6% light Changes damage: +20% darkness / +15% light Rings make your fingers look great! |
| On fingers | Fulokalthovor the ViperpallInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 6 nature / 4 fire Changes resistances: +15% physical / +3% nature / +12% fire Changes damage: +15% physical Maximum encumbrance: +24 Life regen: +8.00 Maximum life: +45.00 Healing mod.: +14% Rings make your fingers look great! |
| Around waist | hardened leather belt 'Woekin'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Damage when hit (Melee): 8 physical Changes stats: +5 Dex / +5 Cun / +1 Con / +7 Lck Changes resistances penetration: +15% darkness Changes damage: +3% darkness / +6% physical Trap disarming bonus: +14 Stealth bonus: +9 Physical save: +9 (+5 eff.) Infravision radius: +4 A belt that goes around your waist. |
| In main hand | Siloda the Starstone (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 16 fire Changes resistances: +3% light / +5% arcane Changes damage: +15% physical / +15% temporal / +15% light / +15% darkness Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower: +13 (+4 eff.) Spell crit. chance: +2% Light radius: +3 See invisible: +5 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Bleakmire the dwarven-steel gauntlets (0 def, 9 armour) =dark=Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Armour: +9 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 33% Damage (Melee): 10 physical Changes damage: +18% darkness / +6% physical When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +5 physical Damage (radius 2) on crit: +8 physical Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Smoldersmasher the drakeskin leather armour (34 def, 14 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +14 Defense: +34 (+9 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to reduce armor by 38% Changes stats: +10 Str / +15 Dex / +3 Cun Changes resistances: +3% acid / +15% fire Changes resistances penetration: +10% acid / +15% fire Critical mult.: +15.00% Physical save: +15 (+8 eff.) A suit of armour made of leather. |
| Cloak | Tarrorak the Shadevengeance (6 def, 0 armour) =pen=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Changes resistances: +12% acid / +14% fire / +14% light / +6% cold Changes resistances penetration: +20% darkness / +5% acid Changes damage: +3% acid Stealth bonus: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Dawnfist the copper amulet =str/mag=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +5 (+2 eff.) Changes stats: +4 Str / +3 Mag Critical mult.: +5.00% Stamina each turn: +1.00 Amulets make your neck look great! |
Inventory
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 50 power out of 60/60. The evilness of undeath radiates from this amulet. |
Scaldblast the gold amulet =dex=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 28 Damage when hit (Melee): 6 fire Changes stats: +5 Dex Changes damage: +15% blight / +7% physical Physical save: +14 (+7 eff.) Spell save: +16 (+8 eff.) Mental save: +15 (+8 eff.) Combat speed: +10% Amulets make your neck look great! |
copper amulet of dexterity (+3) =dex=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets make your neck look great! |
stabilizing copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% temporal Pinning immunity: +20% Knockback immunity: +21% Amulets make your neck look great! |
Beliyatha the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +44% lightning Changes resistances penetration: +15% arcane Changes damage: +22% lightning / +3% blight Disarm immunity: +20% Pinning immunity: +26% Knockback immunity: +21% Maximum life: +22.00 Maximum mana: +40.00 Rings make your fingers look great! |
Magmarigor the copper ring =stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes damage: +6% arcane / +9% fire Spell save: +6 (+3 eff.) Stun/Freeze immunity: +24% Life regen: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Rings make your fingers look great! |
Voralravena =con/str=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str / +1 Dex / +1 Cun / +5 Con Changes resistances: +6% blight Changes resistances penetration: +10% blight Changes damage: +9% acid Rings make your fingers look great! |
Zirab the steel ring =dex/cun=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +2 Str / +7 Dex / +2 Mag / +6 Cun Reduces incoming crit damage: 10.00% Silence immunity: +28% Mana each turn: +0.11 Rings make your fingers look great! |
copper ring 'Ivuriaretira' =hp=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes damage: +15% arcane Silence immunity: +23% Mana each turn: +0.12 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +100.00 Rings make your fingers look great! |
copper ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +7.00 Maximum life: +45.00 Healing mod.: +10% Rings make your fingers look great! |
copper ring of perseverance =stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
gladiator's steel ring of nature (+20%) =str/con=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +6 Con Changes resistances: +20% nature Changes damage: +10% nature Rings make your fingers look great! |
gold quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% nature / +11% blight Poison immunity: +14% Disease immunity: +13% Stun/Freeze immunity: +30% Rings make your fingers look great! |
marksman's copper ring of fire (+20%) =dex=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +20% fire Changes damage: +10% fire Rings make your fingers look great! |
solipsist's copper ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +4 Wil Life regen: +7.00 Maximum life: +49.00 Mindpower: +6 (+6 eff.) Healing mod.: +11% Rings make your fingers look great! |
steel quartz ring =stun=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +15% acid / +14% fire / +14% lightning / +14% cold Stun/Freeze immunity: +30% Rings make your fingers look great! |
steel ring 'Galeonslaught' =dex=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Damage when hit (Melee): 6 lightning Changes stats: +4 Dex Changes resistances: +24% fire / +6% darkness / +9% cold Changes damage: +12% fire Spell save: +6 (+3 eff.) Disarm immunity: +27% Pinning immunity: +24% Knockback immunity: +24% Maximum life: +27.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel battleaxe of erosion (30-46 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +13 nature When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +10 (+3 eff.) Disarm immunity: +49% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.quick dwarven-steel battleaxe of massacre (42-64 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +3 Dex Combat speed: +10% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.steel battleaxe of phasing (20-29 power, 12 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.5 - 29.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +17% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Cloudsever (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +9 (+3 eff.) Changes stats: +5 Con Changes resistances: +9% acid / +3% temporal / +6% light / +3% cold / +9% lightning Changes damage: +25% arcane Talent granted: +1 Command Staff Critical mult.: +15.00% Life regen: +1.30 Spellpower: +16 (+5 eff.) Spell crit. chance: +10% Light radius: +3 Healing mod.: +17% It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 147.28 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Elura the Prismspike (19-23 power, 3 apr, cold element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 19.0 - 22.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +6.0% Physical power: +8 (+3 eff.) Armour: +7 Defense: +6 (+2 eff.) Damage when hit (Melee): 6 light Maximum wards: +3 cold Changes resistances penetration: +10% light Changes damage: +12% nature / +19% cold Talents granted: +1 Ward +1 Command Staff Spellpower: +14 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
elm starstaff 'Rimekill' (10-12 power, 2 apr, darkness element)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +6.0% Physical power: +5 (+2 eff.) Changes stats: +2 Dex Changes resistances penetration: +15% mind / +20% cold Changes damage: +3% mind / +10% darkness Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Mental crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Zulach the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +12% acid Changes resistances penetration: +5% blight Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +33.00 Maximum mana: +40.00 A belt that goes around your waist. |
hardened leather belt 'Isuma' =stun=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +12% acid Physical save: +14 (+7 eff.) Stun/Freeze immunity: +20% Equilibrium when hit: +0.08 Healing mod.: +20% Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Quenchbraze'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% mind / +6% cold Changes resistances penetration: +5% mind Mental save: +15 (+8 eff.) Life regen: +4.00 Maximum life: +41.00 A belt that goes around your waist. |
Branontir the linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +10 (+3 eff.) Defense: +1 (+1 eff.) Changes stats: +3 Dex / +2 Wil Spell save: +6 (+3 eff.) Mental save: +6 (+4 eff.) Stamina each turn: +1.00 Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vorotha (17 def, 0 armour) =def=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +17 (+5 eff.) Changes stats: +7 Cun / +2 Dex Changes resistances: +3% physical Spell save: +6 (+3 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of battle (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 (+1 eff.) Defense: +7 (+2 eff.) Fatigue: -3% Physical save: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+4 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Beluwen the pair of hardened leather boots (0 def, 3 armour) =con=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Str / +6 Con Changes resistances: +3% physical / +12% light / +9% temporal Changes damage: +6% physical It can be used to activate talent Rush, placing all other charms into a 21 cooldown : Effective talent level: 1.0 Power cost: 21 out of 25/25. Range: 6 Travel Speed: 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. A pair of boots made of leather. |
Betybeth (0 def, 1 armour) =stun=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes damage: +9% mind Mental save: +3 (+2 eff.) Silence immunity: +21% Confusion immunity: +22% Stun/Freeze immunity: +22% Equilibrium when hit: +0.12 Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 A pair of boots made of leather. |
Burnquarry (5 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Defense: +5 (+2 eff.) Changes stats: +1 Str Changes resistances: +3% blight / +3% fire Critical mult.: +15.00% Movement speed: +25% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.brawler's dwarven-steel gauntlets of butchering (0 def, 2 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Physical power: +6 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Str / +4 Dex / +3 Cun Changes resistances: +8% blight Talent cooldown: Double Strike (-1 turn) Physical save: +5 (+3 eff.) Spell save: +10 (+5 eff.) When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +14 Crit. chance: +13.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 3). On weapon hit: * 13% chance to slow global speed by 33% * 11% chance to reduce armor by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Cystwind' (0 def, 9 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +9 Damage (Melee): 7 lightning / 7 physical Changes resistances: +5% lightning / +6% darkness / +3% blight Changes resistances penetration: +5% nature Changes damage: +7% lightning / +6% physical Life regen: +3.00 Stamina each turn: +1.00 Maximum stamina: +12.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Nightmare (10% chance level 3). When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +8 physical Damage (radius 2) on crit: +7 lightning / +7 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Flashpiety' (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 12% chance to reduce all saves and defense by 8 Damage (Melee): 18 mind / 21 darkness Damage when hit (Melee): 6 light Changes stats: +2 Wil Critical mult.: +10.00% Mental save: +0 (+0 eff.) Psi when hit: +0.08 Hate when firing a critical mind attack: +4.00 Mindpower: +6 (+6 eff.) When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 3). It can be used to activate talent Ruined Earth, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Dazzlebrace' (0 def, 1 armour) =cun=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +6 Cun Changes resistances penetration: +5% fire Life regen: +2.00 Stamina each turn: +0.60 Hate when firing a critical mind attack: +2.00 Maximum stamina: +12.00 Mental crit. chance: +1% Light radius: +1 When used to modify unarmed attacks: Base power: 7.5 - 8.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Eclipserip' (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 darkness Damage when hit (Melee): 2 darkness Changes stats: +1 Cun / +4 Str Changes resistances: +9% darkness Changes damage: +4% darkness / +6% mind Reduces incoming crit damage: 5.00% Infravision radius: +3 When used to modify unarmed attacks: Base power: 7.5 - 8.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 1). On weapon hit: * 6% chance to reduce damage dealt by 8% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Borydil (1 def, 0 armour) =str=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +5 Str / +2 Dex / +1 Con Changes resistances: +6% lightning / +6% temporal Changes damage: +6% temporal A pointy cloth hat, very wizardly... |
Layata (0 def, 3 armour) =dex=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes damage: +12% mind Mana each turn: +0.08 Mana when firing critical spell: +2.00 Maximum mana: +40.00 Maximum hate: +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Loresta (0 def, 1 armour) =stun=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +2 Wil Changes resistances: +6% blight Physical save: +6 (+3 eff.) Disarm immunity: +10% Stun/Freeze immunity: +20% Mindpower: +4 (+4 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cap made of leather. |
Salitira the Blackclamor (0 def, 3 armour) =con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Con Changes resistances: +9% darkness Changes resistances penetration: +20% fire / +15% cold Changes damage: +3% darkness / +12% cold A cap made of leather. |
Ulaleg (0 def, 6 armour) =stun=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +6 Fatigue: +4% Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Str / +3 Wil Changes resistances: +8% physical Changes damage: +6% mind Physical save: +8 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +3 (+2 eff.) Confusion immunity: +10% Stun/Freeze immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xerunne the Flareswift (10 def, 5 armour) =def/die at=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +5 Defense: +10 (+3 eff.) Fatigue: +1% Changes stats: +2 Cun / +3 Dex Changes resistances: +1% physical / +3% fire Only die when reaching: -60.00 life Maximum stamina: +10.00 A cap made of leather. |
elven-silk wizard hat 'Yvuyadhetta' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +8 Mag / +1 Cun Changes resistances: +6% lightning / +5% temporal / +28% light / +5% fire / +5% nature / +7% acid / +6% blight / +6% cold / +8% darkness Changes damage: +16% light Spell save: +8 (+4 eff.) See invisible: +9 A pointy cloth hat, very wizardly... |
rough leather cap of dexterity (+2) (0 def, 1 armour) =dex=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex A cap made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +5 Cun / +6 Wil Mental save: +12 (+7 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.radiant dwarven-steel mail armour of command (10 def, 14 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +3 Cun / +3 Wil Changes resistances: +14% blight / +13% darkness Mental save: +12 (+7 eff.) Light radius: +1 A suit of armour made of mail. |
Falakath the cured leather armour (6 def, 4 armour)Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +6% mind Spell save: +6 (+3 eff.) Mental save: +11 (+6 eff.) Disarm immunity: +20% Life regen: +2.50 Stamina each turn: +0.50 Maximum life: +20.00 A suit of armour made of leather. |
duelist's rough leather armour (6 def, 4 armour) =cun/dex=Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +6% Changes stats: +3 Cun / +4 Dex A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.radiant iron plate armour of clarity (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes stats: +2 Wil Changes resistances: +13% blight / +10% darkness / +6% mind Mental save: +11 (+6 eff.) Light radius: +2 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.iron shield (0 def, 2 armour, 20 block) Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
153 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+4 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Chargebutcher (dig speed 29 turns) =cun=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +7 Cun / +1 Str Changes damage: +6% lightning / +3% acid Hate when firing a critical mind attack: +3.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dazzleborn (dig speed 29 turns) =str/cun=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +2 Cun / +1 Str Changes resistances: +6% acid Changes damage: +6% light / +18% physical Physical save: +3 (+2 eff.) Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(48 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
brass lantern 'Prismbutcher'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 8% Changes resistances: +3% acid Changes resistances penetration: +5% acid Maximum life: +46.00 Light radius: +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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 166 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Betholle [power 155] (23/13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Con See invisible: +9 It can be used to project a gust of wind in a cone knocking enemies back 8 spaces and dealing 220 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 1 beneficial effects by 1. * Increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful elm totem of healing [power 116] (23/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.Hettizor the elm wand of conjuration [power 110] (23/13 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour: +4 Defense: +10 (+3 eff.) Changes resistances: +9% acid / +3% physical Changes resistances penetration: +15% physical Changes damage: +9% physical Only die when reaching: -40.00 life It can be used to fire a magical bolt dealing 110 fire damage Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Tideblack the ash wand of lightning storm [power 182] (23/13 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes damage: +12% temporal / +12% cold It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 36 lightning damage and will be dazed for 1 turn (182 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 12% for 2 turns. * Reduce fatigue by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful elm wand of lightning storm [power 110] (23/13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By worm w/ some dude too the Drem Writhing One level 23
28th Loss 122nd year of Ascendancy at 11:32 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By worm w/ some dude too the Drem Writhing One level 9
8th Profit 122nd year of Ascendancy at 03:10 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By worm w/ some dude too the Drem Writhing One level 22
26th Loss 122nd year of Ascendancy at 13:44 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By worm w/ some dude too the Drem Writhing One level 10
14th Profit 122nd year of Ascendancy at 09:46 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By worm w/ some dude too the Drem Writhing One level 20
10th Wealth 122nd year of Ascendancy at 01:15 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By worm w/ some dude too the Drem Writhing One level 21
20th Dearth 122nd year of Ascendancy at 05:58 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By worm w/ some dude too the Drem Writhing One level 23
27th Loss 122nd year of Ascendancy at 04:44 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By worm w/ some dude too the Drem Writhing One level 15
24th Profit 122nd year of Ascendancy at 14:08 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By worm w/ some dude too the Drem Writhing One level 27
16th Shortage 122nd year of Ascendancy at 20:30 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By worm w/ some dude too the Drem Writhing One level 8
22nd Voratun 122nd year of Ascendancy at 23:25 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 worm w/ some dude too the Drem Writhing One level 22
25th Dearth 122nd year of Ascendancy at 12:51 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By worm w/ some dude too the Drem Writhing One level 12
17th Profit 122nd year of Ascendancy at 21:36 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By worm w/ some dude too the Drem Writhing One level 26
16th Shortage 122nd year of Ascendancy at 04:15 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By worm w/ some dude too the Drem Writhing One level 19
4th Wealth 122nd year of Ascendancy at 09:01 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By worm w/ some dude too the Drem Writhing One level 21
23rd Dearth 122nd year of Ascendancy at 20:44 see stats
Log
worm w/ some dude too hits Rantha the Worm for 193 darkness damage.
Worm w/ some dude too VOMITS on the ground!
Worm w/ some dude too no longer seems to be in sync with his ally.
Talent Lash Out is ready to use.
Worm w/ some dude too's defiled blood area effect performs a melee critical strike against Rantha the Worm!
Rantha the Worm's armor corrodes!
Rantha the Worm slows down.
Rantha the Worm is weakened by the darkness!
Rantha the Worm is covered in black blood!
Crippling Poison from Xeralle the fox hits worm w/ some dude too for 13 nature damage.
Xeralle the fox's healing nature area effect hits worm w/ some dude too for 30 nature damage.
Xeralle the fox's healing nature area effect hits Hungering mouth for (10 to ice), 14 nature (14 total damage).
Melee retaliation hits worm w/ some dude too for 30 cold, 30 cold, 27 cold (87 total damage).
Worm w/ some dude too's purging blight area effect hits Hungering mouth for (5 to ice), 8 blight (8 total damage).
worm w/ some dude too receives 29 healing from Worm w/ some dude too's purging blight area effect.
Worm w/ some dude too's purging blight area effect hits Rantha the Worm for 16 blight damage.
Worm w/ some dude too's defiled blood area effect hits Rantha the Worm for 31 darkness, 49 physical, 11 fire, 12 physical, 6 physical, 227 darkness, 11 fire, 12 physical, 11 fire, 12 physical (383 total damage).
Hungering mouth uses Call of Amakthel.
Rantha the Worm uses Nature's Touch.
Ice wall hits Hungering mouth for (3 to ice), 4 cold (4 total damage).
Rantha the Worm receives 588 healing.
Worm w/ some dude too speeds up.
Crippling Poison from Xeralle the fox hits worm w/ some dude too for 17 nature damage.
Xeralle the fox's healing nature area effect hits worm w/ some dude too for 30 nature damage.
Xeralle the fox's healing nature area effect hits Hungering mouth for (10 to ice), 14 nature (14 total damage).
Melee retaliation hits worm w/ some dude too for 4 healing, 27 cold (27 total damage) [4 healing].
Worm w/ some dude too's purging blight area effect hits Rantha the Worm for 17 blight damage.
Worm w/ some dude too's purging blight area effect hits Hungering mouth for (5 to ice), 8 blight (8 total damage).
Worm w/ some dude too's defiled blood area effect hits Rantha the Worm for 23 darkness, 57 physical, 12 fire, 12 physical, 6 physical, 241 darkness, 11 fire, 13 physical, 12 fire, 12 physical (398 total damage).
worm w/ some dude too the level 27 drem writhing one was cooled to death by Rantha the Worm and fed to the hatchlings on level 4 of Daikara.

















































































































