











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stop automatic talent usage when using movement infusion 1.7.6Stop automatic talent usage when using movement infusion/step up/..., and restore automatic talent usage after that. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Rogue |
| Level / Exp | 21 / 57% |
| Size | huge |
| Lifes / Deaths | Killed by Emelithra the fox at level 21 on the 5th Loss 122nd year of Ascendancy at 22:36 / 1 |
Primary Stats
| Strength | 46 (base 37) |
| Dexterity | 53 (base 50) |
| Constitution | 11 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 22 (base 15) |
Resources
| Life | -324/715 |
| Stamina | 22/170 |
| Paradox | 300 |
| Healing Factor | 1.1597162075846 |
| Regeneration | 10.727374920158 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 25.823515768852 |
| See Invisible | 25.823515768852 |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 51 |
| Crit Chance | 28% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 51 |
| Crit Chance | 23% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +9% |
| Mind | +3% |
| Fire | +24% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| Fire | +30% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 22 (38.594633868923%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 26 |
| Mental Save | 29 |
Defense: Resistances
| Darkness | + 12%( 70%) |
| Acid | + 24%( 70%) |
| Light | + 9%( 70%) |
| Cold | + 46%( 70%) |
| Mind | + 19%( 70%) |
| Lightning | + 31%( 70%) |
| Fire | + 36%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Knockback Resistance | 90% |
| Stun Resistance | 32% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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 72 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 644% 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse 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 unleash a cone dealing 135.40 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 Shax 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed honey tree root. * You've found the needed chunk of ghoul flesh. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | Yveba (7 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Mag +3 Wil defense ------ Armor +3 Defense +7 (+2 eff.) Fatigue +2% Resistance +6% darkness Crit Resistance 5.00% Unlife -80.00 life Evasion: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 3.9 Power cost 25 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. 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 'Islalrawe'2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ When Hit 2 physical On-Hit (Melee): * 20% chance to slow global speed by 47% * 20 arcane resource burn defense ------ Defense +10 (+2 eff.) Unlife -60.00 life other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Blazeprophet (15 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Mindpower +24 (+11 eff.) Ignore resists +5% fire defense ------ Armor +1 Defense +15 (+4 eff.) Fatigue +1% Resistance +3% acid Life +60.00 other ------- EQ when Hit +0.08 A cap made of leather. |
| On hands | Snow Giant Wraps (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. The set is complete. While equipped: Stats +4 Str offense ------ Physical Power +10 (+4 eff.) defense ------ Armor +2 Resistance +10% lightning +10% cold Physical save +10 (+5 eff.) Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 2.0 Power cost 5 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 119.24 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Tool | Flarerock [power 122] (13/13 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +9% temporal Ignore resists +25% fire When Hit 10 fire defense ------ Resistance +12% cold Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 14% 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 | Glacierorder the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str offense ------ Damage +12% fire On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +4 Resistance +6% lightning +24% fire +9% acid +3% cold Mind save +7 (+4 eff.) Confus Resist +30% Rings make your fingers look great! |
| On fingers | Chamizilastir the Flarewinnow0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +12% acid +12% fire +6% light Spell save +12 (+6 eff.) Life Regen +3.00 Stun Resist +32% Rings make your fingers look great! |
| Around neck | Searbile the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +2 Dex offense ------ Damage +3% mind +6% fire When Hit 2 mind defense ------ Resistance +19% mind Confus Resist +21% Amulets make your neck look great! |
| In main hand | voratun dagger of massacre (45-58 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego] Master Weapon Damage 45.0 - 58.5 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% Sharp, short and deadly. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. The set is complete. While equipped: defense ------ Armor +4 Fatigue -20% Life +100.00 Knockbk Resist +40% other ------- Encumbrance +70 Size +2 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 | Ashimmortal (23-30 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Master Weapon Damage 23.0 - 29.9 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +8 fire On Critical: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Cun offense ------ Physical Crit +6.0% Physical Power +6 (+2 eff.) Damage +6% fire Sharp, short and deadly. |
| Cloak | Isutha the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +1 (+0 eff.) Resistance +6% darkness Physical save +9 (+4 eff.) Spell save +12 (+6 eff.) Life +36.00 Confus Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Starmark (29 def, 8 armour)9.0 Encumbrance T5 light armor [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +8.0% Ignore resists +10% light Ignore Armor +16 defense ------ Armor +8 Defense +29 (+7 eff.) Fatigue +8% Resistance +15% lightning +21% cold +3% light Life +72.00 Life Regen +6.00 Healmod +15% other ------- Stamina/turn +1.20 Light +3 Second Wind: (Instant) Puts all charms on 29 turn cooldown Effective talent level: 4.0 Power cost 29 out of 35/35. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 73 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
wild infusion of the titan (res 18%; physical; dur 2; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune (absorb 20; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 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 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 231; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 231 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 52; cd 11)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 52 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cleansing copper amulet of constitution (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Con defense ------ Resistance +11% nature +11% blight Poison Resist +22% Disease Resist +22% Amulets make your neck look great! |
copper amulet 'Rimetorrent'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun offense ------ Mindpower +10 (+5 eff.) Damage +3% cold defense ------ Resistance +10% temporal Pinning Resist +20% Knockbk Resist +22% other ------- Max hate +8.00 Max psi +30.00 Amulets make your neck look great! |
grounding copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +11% lightning Stun Resist +20% Amulets make your neck look great! |
restful copper amulet of dexterity (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Dex defense ------ Fatigue -5% Life Regen +1.00 Amulets make your neck look great! |
Flashstone0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +5 (+2 eff.) Damage +9% light Ignore resists +5% mind +5% nature defense ------ Resistance +6% light Rings make your fingers look great! |
Shockweeper the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% lightning Accuracy +8 (+3 eff.) Ignore Armor +8 When Hit 8 fire defense ------ Defense +7 (+2 eff.) Resistance +3% acid +3% cold +3% blight Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Yvida the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +2 Mag +4 Con offense ------ Physical Crit +1.0% Accuracy +5 (+2 eff.) Ignore Armor +1 When Hit 2 mind defense ------ Defense +5 (+1 eff.) Physical save +8 (+4 eff.) Rings make your fingers look great! |
copper ring 'Bethomina'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% lightning defense ------ Resistance +24% lightning +3% temporal +3% acid Unlife -40.00 life Knockbk Resist +10% Teleport Resist +20% Rings make your fingers look great! |
gladiator's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +4 Con offense ------ Physical Power +6 (+2 eff.) Rings make your fingers look great! |
gold ring 'Manibar'0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +17 (+12 eff.) Spellpower/crit +4 Ignore resists +5% arcane Accuracy +16 (+5 eff.) Ignore Armor +19 defense ------ Defense +17 (+4 eff.) Spell save +9 (+5 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
psionicist's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Life Regen +1.00 Stun Resist +21% Rings make your fingers look great! |
rogue's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Life Regen +3.00 Stun Resist +23% Rings make your fingers look great! |
savage's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +11 (+6 eff.) Life Regen +3.00 Stun Resist +26% other ------- Max stamina +12.00 Rings make your fingers look great! |
dwarven-steel battleaxe 'Bethuyabeth' (32-48 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 32.0 - 48.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +14 blight +17 mind On Hit: * 23% chance to reduce strength, dexterity, and constitution by 8 * 14% chance to reduce all saves and defense by 21 While equipped: Stats +9 Cun +3 Wil offense ------ Damage +3% mind Accuracy +9 (+3 eff.) When Hit 2 mind On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +9 (+2 eff.) Disarm Resist +41% Massive two-handed battleaxes. |
Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 51.01 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
dwarven-steel dagger of massacre (24-31 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Master Weapon Damage 24.0 - 31.2 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Sharp, short and deadly. |
flaming stralite dagger of massacre (34-44 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 33.5 - 43.6 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-Hit, radius 1 +5 fire Sharp, short and deadly. |
Corpathus (40-56 power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Master/Unknown Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +4.0% Attack Speed 100% On-hit +18 draining blight On Critical: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Damage +5% blight defense ------ Cut Resist -25% other ------- Max vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
voratun longsword of massacre (50-70 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego] Master Weapon Damage 50.0 - 70.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, long, and deadly. |
flaming iron mace of massacre (19-27 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Arcane/Master Weapon Damage 19.0 - 26.6 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-Hit, radius 1 +6 fire Blunt and deadly. |
iron waraxe 'Radhayarek' (10-15 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Nature Weapon Damage 10.5 - 14.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +5 nature While equipped: Stats +4 Mag +2 Con defense ------ Spell save +6 (+3 eff.) Knockbk Resist +20% One-handed war axes. |
Flamestrike the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil offense ------ Damage +3% fire Ignore resists +15% acid +5% fire +5% light Against +15% Summoned defense ------ Resistance +6% acid Resist Against +17% Summoned A belt that goes around your waist. |
linen cloak 'Gunedir' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Wil +1 Con offense ------ Physical Crit +2.0% Mind Crit +5% Physical Power +2 (+1 eff.) defense ------ Defense +1 (+0 eff.) Fatigue -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brenirakhad (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: offense ------ Critical power +5.00% Physical Power +5 (+2 eff.) Accuracy +10 (+3 eff.) defense ------ Resistance +10% darkness +11% mind +7% all Physical save +11 (+5 eff.) Spell save +11 (+6 eff.) Mind save +20 (+10 eff.) other ------- Stamina/turn +1.00 Max stamina +10.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Woepython the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +6 Str +8 Mag +9 Wil offense ------ Spellpower +6 (+6 eff.) Spellpower/crit +3 Damage +9% lightning +8% physical +9% darkness +13% fire +7% cold When Hit 2 mind On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Resistance +6% lightning +3% darkness +19% fire +6% cold +9% all Silence Resist +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con offense ------ Damage +7% nature defense ------ Resistance +9% all Poison Resist +25% Disease Resist +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Ulisasus' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Arcane While equipped: offense ------ Spell Crit +4% Critical power +5.00% Spellpower +15 (+11 eff.) Damage +8% acid +6% physical +7% fire +13% cold Ignore resists +25% blight defense ------ Resistance +12% acid +10% physical +13% cold +12% fire +9% all Spell save +3 (+2 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Camiran the Dourshine (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ When Hit 10 darkness On-Hit (Melee): * 20% chance to slow global speed by 47% * 10% chance to reduce damage dealt by 17% defense ------ Armor +1 Resistance +15% lightning Rush: Puts all charms on 21 turn cooldown Effective talent level: 1.3 Power cost 21 out of 25/25. Range 6 Cooldown: 35 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Nadomnir the Jetspiker (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Con offense ------ Damage +9% darkness Ignore resists +20% physical Accuracy +5 (+2 eff.) defense ------ Armor +1 Resistance +3% cold other ------- Stamina/turn +1.40 Max stamina +13.00 A pair of boots made of leather. |
Poriwe the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str +1 Dex +5 Con defense ------ Armor +3 Fatigue +2% Resistance +6% fire +5% cold Crit Resistance 10.00% other ------- See Invisibility +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 rough leather boots 'Curegrind' (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Power +15 (+5 eff.) Ignore Armor +2 defense ------ Armor +3 Resistance +6% lightning +5% temporal +2% physical A pair of boots made of leather. |
Elessra (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 7 nature 7 fire Damage +4% nature +5% fire Accuracy +10 (+3 eff.) defense ------ Armor +2 Resistance +11% fire +6% nature +3% temporal Life +20.00 Healmod +15% 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. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
iron gauntlets 'Arodurig' (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +1 Dex +4 Con offense ------ On-Hit 7 mind Damage +4% mind defense ------ Armor +1 Fatigue +1% Resistance +6% mind other ------- Light +1 Infravision +1 See Invisibility +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Lisabeth the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str +1 Dex +5 Con offense ------ Physical Power +15 (+5 eff.) defense ------ Armor +3 Fatigue +5% Resistance +6% cold other ------- Light +1 Infravision +1 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Hathondur' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Mag +4 Wil offense ------ When Hit 2 acid defense ------ Defense +1 (+0 eff.) Physical save +6 (+3 eff.) other ------- Infravision +3 See Invisibility +6 A pointy cloth hat, very wizardly... |
rough leather cap 'Berindur' (20 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun +2 Dex offense ------ Mind Crit +1% Damage +3% mind Ignore resists +10% physical Ignore Armor +5 defense ------ Armor +1 Defense +20 (+5 eff.) Fatigue +1% Unlife -20.00 life other ------- Hate-on-crit +1.00 A cap made of leather. |
rough leather cap 'Eremolach' (15 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Mindpower +4 (+2 eff.) Damage +12% mind +3% physical defense ------ Armor +3 Defense +15 (+4 eff.) Fatigue +1% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cap made of leather. |
rough leather cap 'Voryma' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex +4 Cun +1 Con offense ------ Ignore Armor +5 defense ------ Armor +1 Fatigue +1% Resistance +3% physical Unlife -20.00 life other ------- Stamina/turn +3.00 A cap made of leather. |
Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+1 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 17 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 17.95 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
5 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
289 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Zanoran the Blastserpent (dig speed 18 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex +3 Mag +2 Cun offense ------ Damage +9% lightning Ignore resists +15% lightning defense ------ Armor +2 Defense +5 (+1 eff.) Resistance +6% lightning +6% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Duskbreaker' (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Mag +1 Con offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 17% other ------- Infravision +1 See Invisibility +12 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Belotir the brass lantern2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +3 Dex +1 Con offense ------ Physical Crit +1.0% Damage +3% arcane Ignore Armor +1 When Hit 12 fire defense ------ Armor +4 Resistance +2% physical +6% fire other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Ereliganik the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Accuracy +20 (+7 eff.) Ignore Armor +3 On-Hit (Melee): * 10% chance to reduce all saves and defense by 21 defense ------ Resistance +3% mind Crit Resistance 5.00% Unlife -20.00 life other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Xanarin the iron torque of mindblast [power 105] (13/13 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 47% defense ------ Resistance +1% physical Physical save +3 (+1 eff.) Blast the opponent's mind dealing 108 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Kularim [power 30] (13/17 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2 Cun +6 Mag defense ------ Crit Resistance 15.00% other ------- Infravision +3 Harden the skin for 7 turns increasing armour by 30 and armour hardiness by 40% Puts all charms on 17 turn cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 122] (13/13 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of stinging 'Gilumas' [power 116] (13/13 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +2 Wil offense ------ Critical power +10.00% other ------- EQ when Hit +0.04 Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
piercing elm wand of clairvoyance [power 9] (13/13 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 37 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +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 Omth the Drem Rogue level 19
32nd Dearth 122nd year of Ascendancy at 16:36 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Omth the Drem Rogue level 10
3rd Acquisition 122nd year of Ascendancy at 01:20 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Omth the Drem Rogue level 20
45th Dearth 122nd year of Ascendancy at 12:17 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Omth the Drem Rogue level 10
3rd Acquisition 122nd year of Ascendancy at 01:22 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Omth the Drem Rogue level 10
1st Profit 122nd year of Ascendancy at 17:23 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Omth the Drem Rogue level 16
13rd Dearth 122nd year of Ascendancy at 08:14 see stats
Log
Emelithra the fox deactivates Blade Flurry.
Melee retaliation killed Rogue!
Emelithra the fox misses Omth.
Emelithra the fox performs a melee critical strike against Omth!
Omth's is vulnerable to attacks and effects!
Omth is crippled.
Emelithra the fox hits Omth for 97 physical damage.
Melee retaliation hits Emelithra the fox for 2 physical, 1 mind, 12 fire (15 total damage).
Omth rearms.
Talent Infusion: Wild is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Black Blood Bleeding from Omth hits Emelithra the fox for 7 darkness damage.
Deep Wound from Omth hits Horned Horror for (23 flat reduction), 4 physical (4 total damage).
Omth conjures a lightning storm from his Flarerock!
Emelithra the fox uses Whirlwind.
Emelithra the fox becomes a whirlwind of weapons!
Emelithra the fox misses Omth.
Omth shrugs off Emelithra the fox's 'Bleeding'!
Horned Horror throws a finishing uppercut.
Horned Horror misses Omth.
Emelithra the fox hits Omth for 87 physical, 9 nature (97 total damage).
Omth's dazing lightning area effect hits Horned Horror for (17 flat reduction), 0 lightning (0 total damage).
Melee retaliation hits Emelithra the fox for 2 physical, 2 mind, 11 fire (14 total damage).
Horned Horror is dazed!
Emelithra the fox misses Omth.
Emelithra the fox hits Omth for 83 physical damage.
Black Blood Bleeding from Omth hits Emelithra the fox for 7 darkness damage.
Melee retaliation hits Emelithra the fox for 2 physical, 2 mind, 11 fire (14 total damage).
Omth the level 21 drem rogue was crushed to death by Emelithra the fox on level 4 of The Maze.















































































































