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 | Higher |
| Class | Reaver |
| Level / Exp | 26 / 65% |
| Size | big |
| Lifes / Deaths | Killed by Glewe the thief at level 19 on the 53rd Dusk 122nd year of Ascendancy at 18:33 / 2Killed by Velina the large brown snake at level 26 on the 8th Decay 122nd year of Ascendancy at 20:30 |
Primary Stats
| Strength | 25 (base 14) |
| Dexterity | 49 (base 44) |
| Constitution | 34 (base 10) |
| Magic | 60 (base 57) |
| Willpower | 21 (base 10) |
| Cunning | 17 (base 12) |
Resources
| Life | -104/886 |
| Mana | 204/365 |
| Vim | 50/200 |
| Healing Factor | 1.435336564623 |
| Regeneration | 10.693257406442 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 7 |
| Infravision | 3 |
| See Invisible | 11 |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 60 |
| Crit Chance | 40% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 74 |
| Accuracy | 60 |
| Crit Chance | 40% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Blight | +62% |
| Physical | +7% |
| All | 0% |
| Nature | +3% |
Offense: Damage Penetration
| Blight | +8% |
| Mind | +20% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 25 (57.155997060385%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 34 |
| Mental Save | 24 |
Defense: Resistances
| Blight | + 28%( 70%) |
| Arcane | + 24%( 70%) |
| Mind | + 16%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 18%( 70%) |
| Temporal | + 16%( 70%) |
| Darkness | + 30%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 44% |
| Disarm Resistance | 42% |
| Knockback Resistance | 84% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 37% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 505% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 400 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 45 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Rot | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Sanguisuge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the lone alchemist from death by Velythra the rattlesnake. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost tinker from death by Islydhena the rattlesnake. Escort: lost tinker (level 3 of Old Forest) | failed |
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 Possessed. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Gliwyn' (0 def, 4 armour) =con/str=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +8 Str / +14 Con Changes resistances penetration: +10% mind Changes damage: +7% physical Light radius: +3 See invisible: +6 Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Bregukalthochak' =dmg=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +10% mind Changes damage: +15% blight Disarm immunity: +20% Maximum life: +46.00 Mindpower: +25 (+8 eff.) Mental crit. chance: +4% 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. |
| On head | Sepsiskill (20 def, 3 armour) =def=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +4.0% Armour: +3 Defense: +20 (+6 eff.) Fatigue: +5% Changes stats: +2 Str / +1 Con Changes damage: +3% nature It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 79.4 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Firehash (0 def, 2 armour) =crit=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Fatigue: +3% Damage when hit (Melee): 4 mind Changes resistances: +27% fire Critical mult.: +6.00% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +5.00 Spell crit. chance: +12% Mindpower: +15 (+5 eff.) Mental crit. chance: +10% 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. |
| Tool | yew wand of shielding 'Issuhir' [power 254] (12/20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +6% darkness Spell save: +3 (+2 eff.) Silence immunity: +10% It can be used to create a shield absorbing up to 254 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. * Reduce fatigue by 35% for 2 turns. * Increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | wizard's gold ring of blight (+12%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Mag Changes resistances: +12% blight Changes damage: +12% blight Spell save: +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | mule's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +22 Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +21% Maximum life: +24.00 Rings make your fingers look great! |
| Around neck | Adyriatta the StarclamorInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 4 light Changes stats: +4 Dex / +5 Cun / +4 Con Changes resistances: +10% temporal Critical mult.: +5.00% Blindness immunity: +12% Pinning immunity: +22% Knockback immunity: +23% Life regen: +2.00 Stamina each turn: +0.40 Mana when firing critical spell: +1.00 Maximum mana: +60.00 Infravision radius: +2 Sight radius: +2 See invisible: +5 Movement speed: +10% Amulets make your neck look great! |
| In main hand | yew vilestaff 'Kokalthodas' (20-24 power, 4 apr, blight element) =short=Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +7.0% Physical power: +8 (+2 eff.) Damage when hit (Melee): 6 mind Changes stats: +5 Con Changes resistances: +12% lightning / +3% mind / +3% nature Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +12.00% Life regen: +0.50 Spellpower: +21 (+7 eff.) Spell crit. chance: +11% Healing mod.: +13% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | magewarrior's short ash vilestaff of breaching (15-18 power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 130% 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: +6 (+2 eff.) Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Changes resistances penetration: +8% blight Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower: +11 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
| Cloak | Morbusmonster (11 def, 0 armour) =life/def=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +11 (+4 eff.) Changes stats: +3 Wil Changes resistances: +3% fire Changes resistances penetration: +5% nature Mental save: +5 (+3 eff.) Blindness immunity: +10% Only die when reaching: -60.00 life Maximum life: +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Ebonyblow (9 def, 6 armour)Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +7 Wil Changes resistances: +10% blight / +19% darkness / +6% mind Changes damage: +3% darkness Mental save: +11 (+6 eff.) Life regen: +4.70 Mana when firing critical spell: +2.00 Maximum life: +45.00 Spell crit. chance: +3% Light radius: +1 Healing mod.: +12% A suit of armour made of leather. |
Inventory
shatter afflictions rune of the duelist (absorb 88; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 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 88 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
AshswiftPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% blight / +9% cold / +9% acid Changes resistances penetration: +5% fire Changes damage: +11% blight / +15% fire / +12% acid Rings make your fingers look great! |
copper ring 'Lustrevengeance' =stun/crit=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +10 (+3 eff.) Changes resistances: +6% light Changes resistances penetration: +10% light Changes damage: +3% mind Physical save: +3 (+1 eff.) Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
gold quartz ring =stun=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 16 light Damage (Ranged): 16 light Changes stats: +4 Mag Changes damage: +15% light Stun/Freeze immunity: +30% Rings make your fingers look great! |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
warrior's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Blindness immunity: +20% Infravision radius: +4 See stealth: +6 See invisible: +7 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel dagger of enduring (22-29 power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 22.0 - 28.6 Uses stats: 50% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +7 Changes stats: +8 Con / +8 Wil Changes resistances penetration: +10% physical Maximum life: +49.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking stralite dagger of crippling (30-38 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 50% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Physical crit. chance: +9.0% Changes resistances penetration: +8% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Dawnpeal (19-28 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.0 - 28.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 21% Damage (Melee): +12 darkness Damage (radius 2) on crit: +20 light When wielded/worn: Changes resistances: +12% acid / +13% cold / +12% lightning / +13% fire / +15% nature / +6% all Changes resistances penetration: +10% nature Spell save: +10 (+5 eff.) Light radius: +3 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Olirath (52-79 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 52.5 - 78.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +22 Physical crit. chance: +12.0% Changes stats: +3 Wil / +3 Con Changes resistances penetration: +5% blight / +12% all Critical mult.: +27.00% Reduces incoming crit damage: 15.00% Spell save: +6 (+3 eff.) Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.thought-forged iron greatsword of corruption (17-27 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 1). On weapon hit: * 17% chance to reduce all saves and defense by 26 Damage (Melee): +7 mind When wielded/worn: Changes stats: +3 Cun / +3 Wil Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel greatsword of shearing (38-60 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +32 (+8 eff.) Armour penetration: +17 Changes resistances penetration: +10% all / +12% physical Massive two-handed swords. |
Olyrek the Furnacerock (15-21 power, 3 apr) =con=Requires: - Strength 16 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 15.0 - 21.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +6 light / +5 darkness Damage against: +11% Undead / +7% Living When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 fire Changes stats: +7 Con / +6 Wil Changes resistances penetration: +10% fire Changes damage: +9% fire Maximum life: +32.00 Blunt and deadly. |
Anyldil the Charblur (37-44 power, 6 apr, cold element) =long=Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 37.0 - 44.4 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +29 (+9 eff.) Damage when hit (Melee): 2 fire Changes resistances: +9% darkness Changes resistances penetration: +5% darkness / +20% fire Changes damage: +6% fire / +37% cold Talent granted: +1 Command Staff Spellpower: +23 (+8 eff.) Spell crit. chance: +5% Light radius: +2 Damage Shield penetration: +26% Damage Shield Power: +13% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 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 102.36 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. |
This item will automatically be transmogrified when you leave the level.Bleakbone the ash vilestaff (15-18 power, 3 apr, fire element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Effects on melee hit: * 20% chance to reduce damage dealt by 21% Changes resistances: +6% blight Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +12.00% Reduces incoming crit damage: 10.00% Disease immunity: +20% Silence immunity: +20% Disarm immunity: +20% Spellpower: +6 (+2 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.lifebinding yew starstaff of fate (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes damage: +20% darkness Talent granted: +1 Command Staff Physical save: +9 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+4 eff.) Life regen: +0.80 Spellpower: +14 (+5 eff.) Spell crit. chance: +7% Healing mod.: +15% Staves designed for wielders of magic, by the greats of the art. |
Bearach the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Changes damage: +3% blight Spell save: +3 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum life: +33.00 Maximum hate: +2.00 Spellpower: +5 (+2 eff.) Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Betidabeth the Sewercutter (1 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +4 Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +2 Cun / +5 Dex Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Earalen the linen cloak (6 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes stats: +1 Str / +2 Con Changes resistances: +3% temporal Changes damage: +3% acid Silence immunity: +20% Pinning immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hurerig (1 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances: +1% physical Stamina each turn: +1.00 Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 93.16 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
linen cloak 'Islylrabrerin' (7 def, 2 armour) =str=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +7 (+2 eff.) Changes stats: +6 Str Changes resistances penetration: +5% physical Changes damage: +3% physical Physical save: +6 (+3 eff.) Stamina each turn: +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing woollen robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +5% blight / +9% all Life regen: +2.30 Mana each turn: +0.14 Psi each turn: +0.10 Maximum life: +43.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.verdant cashmere robe of protection (3 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Changes stats: +4 Con Changes resistances: +11% all Changes damage: +17% nature Physical save: +17 (+8 eff.) Poison immunity: +26% Disease immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hettintir the Galesaw (10 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +3 Con Changes resistances penetration: +20% mind Changes damage: +9% lightning / +15% mind Life regen: +5.00 Hate when firing a critical mind attack: +4.00 Healing mod.: +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Yvalaith the pair of rough leather boots (0 def, 1 armour) =stun=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +2 Cun / +5 Con Changes resistances: +6% cold Physical save: +10 (+5 eff.) Mental save: +11 (+6 eff.) Disarm immunity: +10% Stun/Freeze immunity: +10% A pair of boots made of leather. |
pair of dwarven-steel boots 'Drelegas' (7 def, 4 armour) =stun=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Defense: +7 (+2 eff.) Fatigue: +3% Changes stats: +1 Dex Changes damage: +9% physical Disarm immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +20% Only die when reaching: -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Unrelatharasus' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Mag Changes resistances: +5% lightning / +6% temporal Changes damage: +3% arcane Critical mult.: +5.00% See invisible: +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Yvyrinn' (20 def, 7 armour) =str=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +20 (+6 eff.) Fatigue: +2% Changes stats: +8 Str Changes resistances: +6% fire / +6% cold Maximum stamina: +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Zerugund' (0 def, 1 armour) =str=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +2 Cun / +1 Con Physical save: +12 (+6 eff.) Mental save: +11 (+6 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +3% A pair of boots made of leather. |
Hettistir (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 8 temporal Damage (Ranged): 8 temporal Changes stats: +5 Str / +5 Dex / +2 Wil / +6 Cun Changes resistances: +8% temporal Changes damage: +5% temporal Talent cooldown: Double Strike (-2 turns) Physical save: +12 (+6 eff.) Vim when firing critical spell: +2.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
Yaroruichik the Rotfiend (10 def, 11 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +11 Defense: +10 (+3 eff.) Damage (Melee): 6 physical Changes stats: +2 Dex Changes resistances: +3% nature Changes damage: +4% physical Maximum stamina: +10.00 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. |
dwarven-steel gauntlets 'Hathimayon' (0 def, 6 armour) =blight pen=Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Fatigue: +3% Damage (Melee): 11 darkness Changes resistances: +7% darkness / +6% temporal Changes resistances penetration: +20% blight Changes damage: +5% darkness Silence immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
This item will automatically be transmogrified when you leave the level.dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Dex 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. |
This item will automatically be transmogrified when you leave the level.scouring hardened leather gloves of regeneration (0 def, 2 armour) Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects when hit in melee: * 18 arcane resource burn Spell save: +8 (+4 eff.) Life regen: +3.20 Stamina each turn: +0.50 Psi each turn: +0.22 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. |
Cyrebeth the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% fire / +6% cold Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +15 (+5 eff.) Spell crit. chance: +2% Light radius: +2 A pointy cloth hat, very wizardly... |
Galebone (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +1 Defense: +1 (+0 eff.) Changes stats: +1 Str / +3 Cun / +1 Con Changes resistances penetration: +5% light / +5% lightning Mental save: +6 (+3 eff.) Only die when reaching: -40.00 life A pointy cloth hat, very wizardly... |
Olethel the Smearusher (0 def, 3 armour) =stun=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Effects on melee hit: * 10% chance to slow global speed by 53% Damage when hit (Melee): 2 nature Changes resistances: +1% physical Stun/Freeze immunity: +20% Spellpower: +10 (+4 eff.) Infravision radius: +1 Healing mod.: +5% A cap made of leather. |
Serpenttooth the rough leather cap (0 def, 1 armour) =str=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 lightning Changes stats: +4 Str / +3 Mag / +1 Cun Changes resistances: +3% nature Changes resistances penetration: +10% nature Light radius: +3 A cap made of leather. |
Xadawyn the rough leather cap (0 def, 1 armour) =str/con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 blight Changes stats: +3 Str / +3 Con Changes resistances: +2% physical Changes damage: +6% arcane / +9% physical Spell save: +6 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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 / +5 Wil Mental save: +11 (+6 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.enlightening hardened leather armour of Toknor (9 def, 6 armour) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +4 Cun / +5 Wil Critical mult.: +13.00% Mental save: +13 (+7 eff.) A suit of armour made of leather. |
8 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. |
173 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. |
4 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. |
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 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 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. |
2 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 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Beisin the iron pickaxe (dig speed 28 turns) =str=Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +4 Effects on melee hit: * 10% chance to reduce all saves and defense by 26 Changes stats: +5 Str Physical save: +15 (+7 eff.) Stamina each turn: +3.00 Lowers spell cool-downs by: 10% 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. |
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. |
4 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 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen =corrupt me!=Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to 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. |
Adekira the brass lantern =life=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +2 Defense: +5 (+2 eff.) Changes resistances penetration: +5% acid Only die when reaching: -40.00 life Maximum life: +40.00 Maximum stamina: +30.00 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. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
bright brass lantern of health =bbloh=Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Strikehacker [power 1] (12/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +6 Mag / +3 Wil Changes resistances penetration: +15% lightning Light radius: +1 Infravision radius: +1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
3 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. |
11 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. |
5 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By dee oh double gee the Higher Reaver level 8
5th Mirth 122nd year of Ascendancy at 17:03 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By dee oh double gee the Higher Reaver level 24
64th Dusk 122nd year of Ascendancy at 17:51 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By dee oh double gee the Higher Reaver level 10
3rd Summertide 122nd year of Ascendancy at 03:55 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By dee oh double gee the Higher Reaver level 20
54th Dusk 122nd year of Ascendancy at 14:54 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By dee oh double gee the Higher Reaver level 24
72nd Dusk 122nd year of Ascendancy at 20:24 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By dee oh double gee the Higher Reaver level 7
78th Pyre 122nd year of Ascendancy at 11:45 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 dee oh double gee the Higher Reaver level 24
63rd Haze 122nd year of Ascendancy at 21:54 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By dee oh double gee the Higher Reaver level 15
30th Dusk 122nd year of Ascendancy at 03:36 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By dee oh double gee the Higher Reaver level 24
63rd Haze 122nd year of Ascendancy at 05:03 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By dee oh double gee the Higher Reaver level 24
62nd Haze 122nd year of Ascendancy at 19:37 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By dee oh double gee the Higher Reaver level 20
54th Dusk 122nd year of Ascendancy at 20:58 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By dee oh double gee the Higher Reaver level 19
53rd Dusk 122nd year of Ascendancy at 18:33 see stats
Log
Worm Rot from Dee oh double gee hits Velina the large brown snake for (15 to psi shield), 23 blight, (8 to psi shield), 13 acid (36 total damage).
Weakness Disease from Dee oh double gee hits Velina the large brown snake for (30 to psi shield), 45 blight (45 total damage).
Decrepitude Disease from Dee oh double gee hits Velina the large brown snake for (16 to psi shield), 24 blight (24 total damage).
dee oh double gee hits Velina the large brown snake for 63 reflected, 23 reflected, 61 reflected (147 total damage).
Mirror Image uses Taunt.
Velina the large brown snake uses Fan of Knives.
Velina the large brown snake's Fan of Knives performs a melee critical strike against dee oh double gee!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 22.
Your shield crumbles under the damage!
The shield around dee oh double gee crumbles.
Dee oh double gee is pinned to the ground.
Dee oh double gee is poisoned!
Velina the large brown snake's Fan of Knives performs a melee critical strike against dee oh double gee!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 31.
Dee oh double gee is disarmed!
Velina the large brown snake's Fan of Knives performs a melee critical strike against dee oh double gee!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 35.
Dee oh double gee's spell attains critical power!
Poison bursts out of Dee oh double gee's corpse!
Carrion worm mass is poisoned!
dee oh double gee reflects damage back to Velina the large brown snake!
Velina the large brown snake's Fan of Knives hits dee oh double gee for 97 physical damage.
Velina the large brown snake's Fan of Knives hits dee oh double gee for 194 physical, 29 physical (223 total damage).
Velina the large brown snake's Fan of Knives hits dee oh double gee for (39 absorbed), (85 to bones), 0 physical, 23 physical (23 total damage).
Velina the large brown snake's Fan of Knives hits Mirror Image for (35 to ice), 53 physical, (10 to ice), 16 physical (68 total damage).
Velina the large brown snake's Fan of Knives hits dee oh double gee for 173 physical, 26 physical (199 total damage).
Velina the large brown snake's Fan of Knives hits dee oh double gee for 95 physical, 29 physical (124 total damage).
Melee retaliation hits Velina the large brown snake for 3 light, (4 to psi shield), 6 mind, 3 light, (4 to psi shield), 6 mind, 3 light, (4 to psi shield), 6 mind, 3 light, (2 to psi shield), 3 mind, 3 light, (4 to psi shield), 6 mind (40 total damage).
dee oh double gee hits Velina the large brown snake for 39 reflected damage.
dee oh double gee the level 26 higher reaver was ground to death by Velina the large brown snake on level 4 of Old Forest.










































































































