











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 | Female |
| Race | Cornac |
| Class | Marauder |
| Level / Exp | 31 / 42% |
| Size | big |
| Lifes / Deaths | Killed by Glulramina the cute little bunny at level 31 on the 17th Dusk 123rd year of Ascendancy at 00:15 / 1 |
Primary Stats
| Strength | 74 (base 60) |
| Dexterity | 87 (base 60) |
| Constitution | 17 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 27 (base 10) |
| Cunning | 31 (base 15) |
Resources
| Life | -178/718 |
| Stamina | 114/232 |
| Healing Factor | 1.0629415192739 |
| Regeneration | 0.26573537981848 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 7 |
| See Stealth | 40.465374305457 |
| See Invisible | 40.465374305457 |
Offense: Mainhand
| Damage | 120 |
| Accuracy | 73 |
| Crit Chance | 28% |
| APR | 30 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 55 |
| Accuracy | 73 |
| Crit Chance | 35% |
| APR | 41 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +25% |
| Lightning | +27% |
| Acid | +12% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Lightning | +27% |
| Physical | +35% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 36 (58.594633868923%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 14 |
| Mental Save | 29 |
Defense: Resistances
| Physical | + 45%( 70%) |
| Lightning | + 58%( 70%) |
| Acid | + 64%( 70%) |
| Cold | + 51%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 29%( 70%) |
| Fire | + 42%( 70%) |
| All | + 26%( 70%) |
Defense: Immunities
| Stun Resistance | 69% |
| Confusion Resistance | 39% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 26% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 675% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 447 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 432 life over 5 turns. 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 38 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 5/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Track (+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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed green worm. | 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 to join the slavers and take part in their game. You won the ring of blood! You 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 hardened leather boots 'Beluvena' (0 def, 11 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +7 Lck +5 Dex defense ------ Armor +11 Resistance +6% blight Stealth +8 other ------- Stamina/turn +3.00 Hate-on-crit +2.00 Max psi +50.00 A pair of boots made of leather. |
| Light source | bright alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature/Master While equipped: defense ------ Life +55.00 other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Xanonn' (5 def, 13 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Dex +2 Con offense ------ Physical Crit +2.0% Ignore resists +25% physical Accuracy +10 (+3 eff.) defense ------ Armor +13 Defense +5 (+1 eff.) Fatigue +3% other ------- Infravision +3 A cap made of leather. |
| On hands | Sparkgrind the dwarven-steel gauntlets (0 def, 6 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Wil offense ------ Spellpower +20 (+10 eff.) Ignore Shields +20% defense ------ Armor +6 Fatigue +3% Resistance +9% lightning Mind save +8 (+4 eff.) Life +57.00 other ------- Mana/turn +0.12 Mana-on-crit +1.00 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 | Thunderravager the elm wand of lightning storm [power 116] (4/13 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +6 Wil offense ------ Critical power +5.00% Damage +3% lightning defense ------ Resistance +3% lightning +3% cold Create a radius 3 storm for 5 turns. Each turn, creatures within take 29 lightning damage and will be dazed for 1 turn (147 total damage) Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold ring 'Wintertitan'0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun +4 Wil offense ------ Mindpower +6 (+3 eff.) Ignore resists +15% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 15 defense ------ Resistance +21% acid +16% fire +14% lightning +25% cold Blind Resist +26% other ------- Infravision +4 See Stealth +10 See Invisibility +10 Rings make your fingers look great! |
| On fingers | steel ring 'Gloldalle'0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +5 Str offense ------ Damage +12% acid Accuracy +25 (+6 eff.) defense ------ Defense +30 (+7 eff.) Resistance +24% acid Unlife -40.00 life Rings make your fingers look great! |
| Around neck | Sewerfear the gold amulet0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Str +4 Wil offense ------ Ignore resists +25% nature defense ------ Resistance +18% lightning +6% cold +5% arcane +6% acid Stun Resist +30% Amulets make your neck look great! |
| In main hand | stralite dagger 'Koryfast' (38-49 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 37.5 - 48.8 Physical Uses 50% Dex, 50% Str 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 +12 temporal On Hit: * Create an explosion dealing 41 lightning damage (1/turn) While equipped: offense ------ Physical Crit +10.0% Critical power +18.00% Spellpower/crit +8 Damage +24% lightning Ignore resists +17% lightning Ignore Armor +9 other ------- Max mana +80.00 Sharp, short and deadly. |
| Around waist | monstrous hardened leather belt of resilience1.0 Encumbrance T3 belt armor [Ego+] Nature While equipped: Stats +5 Str +5 Con offense ------ Physical Power +10 (+3 eff.) defense ------ Physical save +8 (+3 eff.) Life +42.00 other ------- Size +1 A belt that goes around your waist. |
| In off hand | Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+4 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | linen cloak 'Zeridunarain' (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +10% physical When Hit 4 physical defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +1% physical Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Sparksnake (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Rare] Nature While equipped: Stats +2 Cun offense ------ Mind Crit +2% Critical power +20.00% Mindpower +20 (+7 eff.) Damage +25% physical Ignore resists +10% lightning defense ------ Resistance +25% physical +6% fire +13% all Mind save +9 (+4 eff.) other ------- Psi when Hit +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the psychic (heal 114; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 114 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; mental; dur 4; cd 10)0.1 Encumbrance infusion scroll [Normal] 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 mental effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the warrior (absorb 94; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 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 94 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Blazeumbra0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +8 Con offense ------ Damage +15% arcane +18% light +12% mind Ignore resists +25% light other ------- Light +3 Amulets make your neck look great! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Poraleba'0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Physical Power +10 (+3 eff.) Ignore Armor +6 defense ------ Fatigue -5% Resistance +3% cold Life Regen +2.00 Amulets make your neck look great! |
grounding copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +10% lightning Stun Resist +21% Amulets make your neck look great! |
grounding steel amulet of willpower (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil defense ------ Resistance +14% lightning Stun Resist +24% Amulets make your neck look great! |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Camugakalthochik the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Master While equipped: Stats +14 Str +4 Cun +14 Con offense ------ Physical Power +16 (+4 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 15 defense ------ Armor +8 other ------- Light +3 Rings make your fingers look great! |
Ce'Nyrinor the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str offense ------ Damage +3% mind defense ------ Armor +8 Resistance +6% acid +9% lightning +6% blight Physical save +12 (+4 eff.) Rings make your fingers look great! |
Murkwolf the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +12% blight Ignore resists +15% nature Ignore Armor +2 When Hit 4 lightning defense ------ Defense +15 (+4 eff.) Resistance +12% blight +6% nature other ------- Stamina/turn +3.00 Max stamina +30.00 Rings make your fingers look great! |
Nightcrack the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) When Hit 2 darkness defense ------ Resistance +6% lightning +9% nature Spell save +6 (+6 eff.) Rings make your fingers look great! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.22 cold and 14.02 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +6 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +7 (+2 eff.) Ignore Armor +10 defense ------ Defense +7 (+2 eff.) Stun Resist +30% 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! |
gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +4 Con offense ------ On-Hit 13 physical On-Ranged-Hit 11 physical On-Hit (Melee): * 14% chance to reduce all saves and defense by 25 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 25 defense ------ Spell save +13 (+9 eff.) Stun Resist +30% other ------- Hate-on-crit +1.00 Max stamina +15.00 Max hate +7.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 3.9 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
rogue's copper ring of light (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun offense ------ Damage +11% light defense ------ Defense +6 (+1 eff.) Resistance +22% light Rings make your fingers look great! |
Daireromigar the Nightquill (19-25 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Master Weapon Damage 19.0 - 24.7 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 20% chance to reduce damage dealt by 20% While equipped: Stats +4 Str offense ------ Damage +12% darkness +10% physical Ignore resists +10% nature Accuracy +14 (+4 eff.) defense ------ Armor +8 Resistance +15% cold Poison Resist +20% Sharp, short and deadly. |
Mercy (35-46 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Unique] Psionic Weapon Damage 35.0 - 45.5 Physical Uses 55% Dex, 45% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +15.0% Attack Speed 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex offense ------ Critical power +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
balanced steel dagger of massacre (19-25 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Master Weapon Damage 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +5 (+1 eff.) Disarm Resist +21% Sharp, short and deadly. |
dwarven-steel dagger of enduring (19-25 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Nature Weapon Damage 19.0 - 24.7 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% While equipped: Stats +7 Con +10 Wil defense ------ Life +25.00 Sharp, short and deadly. |
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. |
thought-forged dwarven-steel dagger of massacre (26-34 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Master/Psionic Weapon Damage 26.0 - 33.8 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% On-hit +5 mind On Hit: * 13% chance to reduce all saves and defense by 25 While equipped: Stats +2 Cun +3 Wil Sharp, short and deadly. |
truestriking stralite dagger of daylight (32-41 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 31.5 - 41.0 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 +9 light Damage Against +11% Undead While equipped: offense ------ Ignore resists +9% physical Accuracy +9 (+3 eff.) Ignore Armor +9 Sharp, short and deadly. |
Lisiyathra the Freezeburst (23-32 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Random Unique] Nature/Psionic Weapon Damage 23.0 - 32.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +4 cold +9 darkness +5 nature Damage Against +5% Living On-Hit, radius 1 +12 cold While equipped: Stats +3 Str +6 Dex +3 Mag +8 Wil +5 Cun +7 Con offense ------ Damage +3% cold On-Hit (Melee): * 20% chance to reduce armor by 24% Sharp, long, and deadly. |
Gloomhunger the dwarven-steel waraxe (28-40 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Master Weapon Damage 28.5 - 39.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +12 darkness On-crit, radius 2 +16 cold While equipped: Stats +4 Str +3 Dex offense ------ Combat Speed +10% Damage +9% physical Accuracy +27 (+7 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Resistance +9% darkness +3% cold One-handed war axes. |
Glarepython1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +1 Wil +4 Mag offense ------ Damage +6% blight Ignore resists +5% light other ------- Mana/turn +0.24 Max mana +20.00 A belt that goes around your waist. |
hardened leather belt 'Cutharan'1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +2 Str +2 Wil +5 Cun +3 Con defense ------ Resistance +12% acid +9% fire +8% cold A belt that goes around your waist. |
rough leather belt 'Scabworth'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Wil +2 Cun +3 Con offense ------ Damage +3% nature When Hit 2 nature defense ------ Resistance +3% fire Life +31.00 A belt that goes around your waist. |
Eilinydheramira (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Dex +2 Con offense ------ Damage +6% physical Ignore resists +15% physical defense ------ Defense +1 (+0 eff.) Resistance +21% acid Physical save +12 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Pyremonster' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +4 Wil +4 Cun +4 Con offense ------ Mind Crit +6% Damage +15% fire Ignore resists +25% fire defense ------ Defense +2 (+0 eff.) Resistance +6% darkness +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+8 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
linen robe 'Hariblek' (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +12% physical Accuracy +10 (+3 eff.) defense ------ Resistance +12% physical +7% all Mind save +6 (+3 eff.) other ------- Max hate +6.00 Max psi +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +8% acid +8% physical +5% fire +6% cold defense ------ Resistance +10% acid +11% physical +11% fire +10% cold +7% all other ------- Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ebonybliss the pair of dwarven-steel boots (4 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +10 Dex +8 Con offense ------ Damage +12% darkness Ignore resists +25% darkness defense ------ Armor +4 Defense +4 (+1 eff.) Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Elelle the pair of iron boots (0 def, 13 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Str +2 Con defense ------ Armor +13 Fatigue +2% Crit Resistance 10.00% Unlife -20.00 life Life +20.00 other ------- Light +1 Rush: Puts all charms on 21 turn cooldown Effective talent level: 3.9 Power cost 21 out of 25/25. Range 9 Cooldown: 22 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scorchwitch (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +7.0% Physical Power +19 (+5 eff.) Damage +3% fire Ignore Armor +4 When Hit 2 fire defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sulfurbraid the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Power +15 (+4 eff.) Ignore resists +15% physical On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Armor +3 Fatigue -2% Resistance +3% nature Physical save +10 (+4 eff.) other ------- Encumbrance +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ivabrerin the Winterveil (10 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +3 Con offense ------ Physical Power +10 (+3 eff.) Ignore resists +5% cold Accuracy +6 (+2 eff.) When Hit 8 temporal defense ------ Armor +2 Defense +10 (+2 eff.) Physical save +7 (+3 eff.) Mind save +7 (+3 eff.) Disarm Resist +28% 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. |
Birig the rough leather cap (10 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Con offense ------ Mind Crit +1% Ignore resists +20% physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 25 defense ------ Armor +1 Defense +10 (+2 eff.) Fatigue +1% Resistance +3% physical Physical save +12 (+4 eff.) A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
linen wizard hat 'Galeblood' (1 def, 6 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Physical Crit +8.0% Critical power +10.00% Damage +12% cold Ignore resists +10% lightning When Hit 4 physical defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +27% cold A pointy cloth hat, very wizardly... |
Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+1 eff.) Ranged Defense +8 (+2 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Skin of Many (12 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+3 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
6 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. |
647 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. |
2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Berutir the dwarven-steel pickaxe (dig speed 30 turns)3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str offense ------ Damage +7% nature On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Resistance +12% nature +5% arcane Crit Resistance 15.00% Life +100.00 Teleport Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
dwarven-steel pickaxe of Reknor (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Resistance +6% darkness +6% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(80 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 33 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
Lustrepower [power 206] (4/13 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2 Str offense ------ Critical power +15.00% Physical Power +15 (+4 eff.) Ignore resists +10% mind +15% light defense ------ Defense +30 (+7 eff.) Resistance +6% mind Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Salyldalaith [power 116] (4/13 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +2 Cun defense ------ Resistance +9% blight +9% cold +3% acid 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 gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Stormkarma [power 302] (4/13 cooldown)2.0 Encumbrance T4 totem charm [Random Unique] Nature While equipped: offense ------ Damage +6% lightning +3% mind Ignore resists +25% mind Heal yourself and all friendly characters within 10 spaces for 302 Puts all charms on 13 turn cooldown 100% to gain a 17% chance to evade weapon attacks for 2 turns. 100% to heal for 32. 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Floereign' [power 266] (4/13 cooldown)2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ Damage +9% cold defense ------ Resistance +12% mind Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 13 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase the duration of 2 beneficial effects by 1. 100% to heal for 49. Natural totems are made by powerful wilders to store nature power. |
3 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. |
Islethra the Crackletyphoon [power 180] (4/13 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +5 Mag offense ------ Spellpower/crit +4 Damage +6% lightning +30% blight Ignore resists +10% lightning other ------- Max mana +100.00 Fire a magical bolt dealing 180 cold damage Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of conjuration [power 105] (4/13 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 133 lightning damage Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of lightning storm [power 110] (4/13 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 27 lightning damage and will be dazed for 1 turn (139 total damage) Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 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. |
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. |
11 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
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Isai the Cornac Marauder level 21
13rd Regrowth 123rd year of Ascendancy at 16:38 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Isai the Cornac Marauder level 18
10th Allure 123rd year of Ascendancy at 10:55 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Isai the Cornac Marauder level 23
58th Regrowth 123rd year of Ascendancy at 02:13 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Isai the Cornac Marauder level 24
72nd Regrowth 123rd year of Ascendancy at 05:50 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Isai the Cornac Marauder level 10
34th Haze 122nd year of Ascendancy at 01:07 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Isai the Cornac Marauder level 20
10th Regrowth 123rd year of Ascendancy at 11:13 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Isai the Cornac Marauder level 30
54th Pyre 123rd year of Ascendancy at 01:53 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Isai the Cornac Marauder level 24
71st Regrowth 123rd year of Ascendancy at 21:05 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Isai the Cornac Marauder level 25
73rd Regrowth 123rd year of Ascendancy at 11:35 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Isai the Cornac Marauder level 7
9th Haze 122nd year of Ascendancy at 23:08 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Isai the Cornac Marauder level 18
7th Regrowth 123rd year of Ascendancy at 03:32 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Isai the Cornac Marauder level 28
23rd Pyre 123rd year of Ascendancy at 05:06 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Isai the Cornac Marauder level 25
74th Regrowth 123rd year of Ascendancy at 15:19 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Isai the Cornac Marauder level 17
3rd Decay 122nd year of Ascendancy at 04:59 see stats
Log
Isai is no longer poisoned.
Isai is no longer pinned.
Isai has recovered!
Glulramina the cute little bunny's darkness area effect hits Isai for 32 darkness damage.
Glulramina the cute little bunny's darkness area effect hits Lashing Tentacle for 20 darkness damage.
Glulramina the cute little bunny's light area effect hits Isai for 93 light damage.
Glulramina the cute little bunny casts Moonlight Ray.
Isai reacts to damage from Glulramina the cute little bunny, mitigating the blow!.
Lashing Tentacle shrugs off the effect 'Disarmed'!
Isai is pinned to the ground.
Glulramina the cute little bunny hits Isai for (40 reacted , -5 stam), 94 darkness (94 total damage).
Glulramina the cute little bunny hits Lashing Tentacle for 84 darkness damage.
Melee retaliation hits Lashing Tentacle for 2 physical damage.
Lashing Tentacle hits Isai for (40 blocked), 0 physical (0 total damage).
You cannot currently leave the level.
Isai performs a melee critical strike against Lashing Tentacle!
Lashing Tentacle is afflicted by a crippling illness!
Greater Weapon Focus from Isai performs a melee critical strike against Lashing Tentacle!
Isai performs a melee critical strike against Lashing Tentacle!
Lashing Tentacle shrugs off the effect 'Sunder Arms'!
Greater Weapon Focus from Isai performs a melee critical strike against Lashing Tentacle!
Lashing Tentacle shrugs off the effect 'Sunder Arms'!
Isai hits Lashing Tentacle for 213 physical, 2 temporal, 19 lightning, 68 physical (302 total damage).
Greater Weapon Focus from Isai hits Lashing Tentacle for 135 physical, 2 temporal, 58 physical (195 total damage).
Isai feels pain again.
Glulramina the cute little bunny's darkness area effect hits Isai for 44 darkness damage.
Glulramina the cute little bunny's darkness area effect hits Lashing Tentacle for 20 darkness damage.
Glulramina the cute little bunny's light area effect hits Isai for 118 light damage.
Isai the level 31 cornac marauder was jerkied to death by Glulramina the cute little bunny (how pathetic) on level 2 of Pikataclysm.


























































































































