











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release 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 Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other 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 | Thalore |
| Class | Wyrmic |
| Level / Exp | 34 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by Elotira the orc cryomancer at level 34 on the 53rd Regrowth 123rd year of Ascendancy at 02:46 / 1 |
Primary Stats
| Strength | 84.789376988179 (base 60) |
| Dexterity | 16 (base 10) |
| Constitution | 24 (base 11) |
| Magic | 14 (base 10) |
| Willpower | 87.789376988179 (base 60) |
| Cunning | 29 (base 23) |
Resources
| Life | -367/1286 |
| Stamina | 423/423 |
| Equilibrium | 129 |
| Healing Factor | 1.1172674059367 |
| Regeneration | 15.725297704606 |
Speed
| Mental | +2.90723440879% |
| Attack | +2.90723440879% |
| Movement | +22.60995032651% |
| Spell | +2.90723440879% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 121 |
| Accuracy | 43 |
| Crit Chance | 20% |
| APR | 20 |
| Speed | 0.97 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 10% |
| Speed | 0.97174897930654 |
Offense: Mind
| Mindpower | 70 |
| Crit Chance | 13% |
| Speed | 0.97174897930654 |
Offense: Damage Bonus
| Cold | +36% |
| Lightning | +27% |
| Light | +16% |
| Nature | +12% |
| Darkness | +9% |
| Physical | +12% |
| Mind | +14% |
| All | +6% |
Offense: Damage Penetration
| Nature | +20% |
| Lightning | +5% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 76.634456229013 (98.568973732692%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 41 |
| Physical Save | 45 |
| Spell Save | 39 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 35%( 70%) |
| Cold | + 50%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 54%( 70%) |
| Light | + 23%( 70%) |
| Mind | + 18%( 70%) |
| Darkness | + 29%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Pinning Resistance | 10% |
| Silence Resistance | 25% |
| Confusion Resistance | 82% |
| Knockback Resistance | 90% |
| Stun Resistance | 89% |
| Instadeath Resistance | 100% |
| Blind Resistance | 65% |
Inscriptions (5/5)
| 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 503 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (97% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -538 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1229 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower 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 111 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (97% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Prismatic Aspect | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Wild-gift / Dragon's Breath | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Ice Wyrm | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom Wyrm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Acid Wyrm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand Wyrm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm Wyrm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire Wyrm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Draconic Body | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Draconic Combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Apex Predator | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Lisalrama the cold drake. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You failed to protect the repented thief from death by Polamima the ghoul. Escort: repented thief (level 1 of Dreadfell) | failed |
Escort the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell) | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 214. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed black mamba head. * You've found the needed naga tongue. Marus of Elvala has completed an elixir of the savior without your aid. 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 pouch of luminous horror dust. * You've found the needed storm wyrm claw. * You've found the needed vampire lord fang. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed vial of elder vampire blood. * You've found the needed sandworm tooth. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Glacierborn the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Str dps ---------- Res.pen +10% cold ----- def ----- Armour +3 Fatigue +2% Mind.save +9 (+3 eff.) HP.reg +2.00 Silence- +25% Confus- +25% Pinning- +10% Stun/Frz- +21% Def/telep +5 Res/telep +5% Dur/telep +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Around waist | Toraladas the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +3 (+1 eff.) Acc +15 (+5 eff.) ----- def ----- Resists +3% mind Spell.save +6 (+2 eff.) Die.at -20.00 life Max.HP +80.00 A belt that goes around your waist. |
| Light source | bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +52.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | stone warden's dwarven-steel gauntlets of the nighthunter (0 def, 10 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +1 Cun +7 Con dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +10 Hardiness +10% Fatigue +3% Resists +6% darkness +6% physical ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Flashumbra (dig speed 28 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Mind.crit +3% Mind.pwr +10 (+3 eff.) Dmg.mod +9% lightning Res.pen +5% lightning Melee Ret 8 lightning ----- def ----- Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Max.HP +44.00 Def/telep +15 Res/telep +15% Dur/telep +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Frostvein0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +6% physical +30% cold ----- def ----- Resists +15% cold Mind.save +7 (+2 eff.) Confus- +27% ---------- misc Max.stam +30.00 Rings make your fingers look great! |
| On fingers | Vorylrana the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning On Hit (Melee): * 20% chance to slow global speed by 68% ----- def ----- Resists +24% lightning Phys.save +6 (+2 eff.) Die.at -80.00 life Max.HP +60.00 Blind- +10% Teleport- +20% Rings make your fingers look great! |
| Around neck | grounding steel amulet of willpower (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +11% lightning Stun/Frz- +23% Amulets make your neck look great! |
| In main hand | Anmalice (158% power, 20 apr)3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 158% Range: 1.4x Uses 50% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +8% mind The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
| Socketed Gems | garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
| In off hand | Porawe the dwarven-steel shield (0 def, 9 armour, 133% power, 130.5 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 134% Range: 1.2x Uses 40% Wil, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +130 Phasing +10% On Crit.r2 +17 light +17 fire While equipped: Stats +4 Str +3 Dex +2 Mag dps ---------- Phasing +30% Acc +8 (+3 eff.) On shield block: * Deals 19 light and fire damage to each enemy blocked Melee Ret 4 arcane ----- def ----- Armour +9 Fatigue +8% Resists +6% light +7% fire ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Nighttitan (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Defense +1 (+1 eff.) Resists +5% acid +3% light +6% fire +6% cold +6% lightning Die.at -60.00 life Stun/Frz- +20% Knockbk- +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 | Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+7 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
Primal Infusion (affinity 19%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+5 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.4 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 360 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
grounding copper amulet =-stun=0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets make your neck look great! |
mindweaver's copper amulet of mastery (0.10 Wild-gift / Fungus)0.1 T1 amulet jewelry [Ego+] Master/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +10% ---------- misc Masteries +0.10 Wild-gift/Fungus Amulets make your neck look great! |
Blizzardgrind0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +9 Wil +5 Cun dps ---------- Spell.pwr +6 (+6 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +6% cold ----- def ----- Resists +6% mind +6% cold Spell.save +6 (+2 eff.) Rings make your fingers look great! |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Lisuselaith the Duskmaster =9dex=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +9 Dex +2 Con dps ---------- Phys.pwr +20 (+5 eff.) Dmg.mod +6% light Melee Ret 4 darkness ----- def ----- Spell.save +11 (+4 eff.) ---------- misc Stam/turn +3.00 Max.stam +13.00 Rings make your fingers look great! |
Mayugabeth the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Armour +2 Resists +3% nature +3% light Mind.save +5 (+2 eff.) Confus- +20% Rings make your fingers look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +20% Rings make your fingers look great! |
mule's gold ring of nature (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Fatigue -6% Resists +24% nature ---------- misc Max.enc +22 Rings make your fingers look great! |
psionicist's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Mind.save +4 (+1 eff.) Rings make your fingers look great! |
sneakthief's gold ring of pilfering =6dex=0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +4 Cun +6 Dex dps ---------- Acc +15 (+5 eff.) Apr +7 ----- def ----- Defense +7 (+6 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 79% 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! |
steel ring 'Nytolen'0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +11% cold +11% mind +6% physical Melee Ret 2 physical ----- def ----- Armour +6 Resists +11% mind +22% cold Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
Salevena the steel battleaxe (120% power, 2 apr) =9dex=3.0 T2 battleaxe 2H weapon [Rare] Nature Power 121% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Str +9 Dex +10 Mag +9 Wil +7 Cun +7 Con ----- def ----- Armour +4 Resists +18% lightning +6% temporal Blind- +10% Poison- +20% Massive two-handed battleaxes. |
Camugandur the Eclipsemight (169% power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Psionic Power 169% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +12 light Against +30% Undead On Hit.r1 +20 darkness +4 nature On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Create an explosion dealing 15 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +23% acid +6% darkness Res.pen +28% acid ----- def ----- Resists +3% nature +6% darkness Massive two-handed mauls. |
Corpathus (150% power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 150% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +30.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +48.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc 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. |
River's Fury (125% power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 126% Range: 1.4x Uses 40% Wil, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+8 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+4 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 6.06 cold damage and 4.99 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Emelebrelrama =5dex=1.0 T1 belt armor [Rare] Arcane While equipped: Stats +5 Dex +4 Mag +5 Wil dps ---------- Phys.crit +5.0% Spell.crit +4% ----- def ----- Resists +2% physical Phys.save +9 (+3 eff.) ---------- misc Max.stam +30.00 A belt that goes around your waist. |
Eilinyrevea (1 def, 0 armour) =7dex=2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +7 Dex +1 Wil +3 Con ----- def ----- Defense +1 (+1 eff.) ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Toxinmonster (1 def, 0 armour) =stats=2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Mind.crit +5% Crit.mult +10.00% Mind.pwr +20 (+5 eff.) Dmg.mod +6% nature Res.pen +15% acid ----- def ----- Defense +1 (+1 eff.) Phys.save +7 (+2 eff.) Mind.save +19 (+6 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Bokudunahir' (1 def, 10 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +10 Defense +1 (+1 eff.) Resists +3% blight +1% physical Spell.save +3 (+1 eff.) Mind.save +6 (+2 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Salyba (0 def, 0 armour) =5dex=2.0 T1 cloth armor [Rare] Nature While equipped: Stats +5 Dex dps ---------- Dmg.mod +6% acid +12% fire ----- def ----- Resists +18% fire +7% all Mind.save +12 (+4 eff.) ---------- misc Hate/m.crit +2.00 Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dazzlewitch (10 def, 4 armour) =6dex=3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Dex dps ---------- Phys.pwr +3 (+1 eff.) Spell.pwr +12 (+9 eff.) Mind.pwr +4 (+1 eff.) Dmg.mod +9% light Melee Ret 4 blight 10 light ----- def ----- Armour +4 Defense +10 (+7 eff.) Fatigue +3% Resists +3% blight Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Blackkill the hardened leather gloves (0 def, 2 armour) =4dex=1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% lightning Res.pen +25% darkness Acc +17 (+6 eff.) ----- def ----- Armour +2 Resists +6% darkness +18% cold 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. |
heroic dwarven-steel gauntlets of war-making (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Master While equipped: dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +6% Crit.mult +6.00% ----- def ----- Armour +6 Fatigue +3% Mind.save +5 (+2 eff.) Max.HP +46.00 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. |
Getylatharig (0 def, 3 armour) =2con=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Spell.pwr +5 (+5 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% temporal Heal.mod +10% ---------- misc Mana/turn +0.04 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Blind's kiss' (2 def, 0 armour) =lightningres=2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Dex +2 Con dps ---------- Res.pen +15% light ----- def ----- Defense +2 (+2 eff.) Resists +20% lightning +8% temporal Crit.dmg- 10.00% ---------- misc Light +3 Infravis +3 A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Stormgrit' (0 def, 4 armour) =waterbreathing=3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind +9% lightning ----- def ----- Armour +4 Fatigue +4% Resists +7% blight +8% cold Phys.save +18 (+6 eff.) Mind.save +8 (+3 eff.) ---------- misc Max.hate +4.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren iron helm of the bounder (0 def, 3 armour) =6dex=3.0 T1 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +6 Str +6 Dex +2 Wil ----- def ----- Armour +3 Fatigue +5% Resists +6% blight Mind.save +6 (+2 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 372.8 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
257 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+5 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 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 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+0 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. |
brass lantern 'Islura'2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Phys.pwr +10 (+2 eff.) Dmg.mod +6% mind Res.pen +10% blight +5% physical Melee Ret 2 physical ----- def ----- Die.at -60.00 life ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 347.68 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Elenegarak [power 59] (25 cooldown) =8dex=2.0 T2 torque charm [Rare] Psionic While equipped: Stats +8 Dex +3 Con dps ---------- Dmg.mod +12% arcane Res.pen +15% arcane ----- def ----- Resists +5% arcane Crit.dmg- 10.00% ---------- misc Light +3 Infravis +3 Setup a psionic shield, reducing all damage taken by 59 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Sepsisbender the steel torque of mindblast [power 170] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +30 (+8 eff.) On Hit (Melee): * 20% chance to slow global speed by 68% ----- def ----- Mind.save +15 (+5 eff.) ---------- misc Hate/m.crit +2.00 Blast the opponent's mind dealing 194 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
soothing iron torque of gale force [power 100] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 112 physical damage Puts all charms on 15 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elm wand of clairvoyance [power 9] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 38 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Tines the Thalore Wyrmic level 31
38th Regrowth 123rd year of Ascendancy at 01:07 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Tines the Thalore Wyrmic level 27
58th Haze 122nd year of Ascendancy at 22:04 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Tines the Thalore Wyrmic level 10
6th Flare 122nd year of Ascendancy at 00:45 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Tines the Thalore Wyrmic level 32
47th Regrowth 123rd year of Ascendancy at 12:10 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Tines the Thalore Wyrmic level 24
41st Haze 122nd year of Ascendancy at 16:48 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Tines the Thalore Wyrmic level 26
50th Haze 122nd year of Ascendancy at 17:47 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Tines the Thalore Wyrmic level 27
58th Haze 122nd year of Ascendancy at 12:54 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Tines the Thalore Wyrmic level 31
38th Regrowth 123rd year of Ascendancy at 00:23 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Tines the Thalore Wyrmic level 10
7th Mirth 122nd year of Ascendancy at 08:57 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Tines the Thalore Wyrmic level 20
23rd Haze 122nd year of Ascendancy at 17:54 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Tines the Thalore Wyrmic level 30
79th Haze 122nd year of Ascendancy at 18:12 see stats
Myths of an age past (Insane (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Tines the Thalore Wyrmic level 31
38th Regrowth 123rd year of Ascendancy at 01:07 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Tines the Thalore Wyrmic level 30
7th Allure 123rd year of Ascendancy at 09:47 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Tines the Thalore Wyrmic level 21
34th Haze 122nd year of Ascendancy at 05:51 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Tines the Thalore Wyrmic level 10
7th Mirth 122nd year of Ascendancy at 09:34 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Tines the Thalore Wyrmic level 31
38th Regrowth 123rd year of Ascendancy at 01:07 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Tines the Thalore Wyrmic level 29
74th Haze 122nd year of Ascendancy at 05:43 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Tines the Thalore Wyrmic level 5
1st Mirth 122nd year of Ascendancy at 19:44 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Tines the Thalore Wyrmic level 29
73rd Haze 122nd year of Ascendancy at 13:57 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Tines the Thalore Wyrmic level 23
41st Haze 122nd year of Ascendancy at 01:34 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Tines the Thalore Wyrmic level 16
63rd Dusk 122nd year of Ascendancy at 18:31 see stats
Log
Layywe the ghoulking uses Explosive Steam Engine.
Talent Change Aspect is ready to use.
Talent Elemental Spray is ready to use.
Weakness Disease from Layywe the ghoulking hits Tines for 27 blight damage.
Ghoul is free from the venom's crippling power!
Layywe the ghoulking receives 38 healing from Layywe the ghoulking's purging blight area effect.
Ghoul receives 30 healing from Layywe the ghoulking's purging blight area effect.
Deadly Venom from Tines hits Ghoul for 79 nature damage.
Tines's crippling venom area effect hits Layywe the ghoulking for 13 nature damage.
Tines's crippling venom area effect hits Ghoul for 16 nature damage.
Layywe the ghoulking receives 76 healing from Ghoul's purging blight area effect.
Ghoul receives 61 healing from Ghoul's purging blight area effect.
Tines uses Nature's Balance.
Tines lands.
Elotira the orc cryomancer casts Arrow Stitching.
You feel a surge of power as a powerful creature falls nearby.
You feel a surge of power as a powerful creature falls nearby.
Elotira the orc cryomancer is free from the venom's crippling power!
Deadly Venom from Tines hits Elotira the orc cryomancer for 93 nature damage.
Tines HEALS from acid damage!
Elotira the orc cryomancer's temporal clone's Arrow Stitching hits Tines for 66 physical, 48 acid, 9 healing (114 total damage) [9 healing].
Elotira the orc cryomancer's temporal clone's Arrow Stitching hits Tines for 59 physical, 48 acid, 9 healing (107 total damage) [9 healing].
Tines gains 1% of a turn from Ancestral Life.
Elotira the orc cryomancer roars triumphantly.
Elotira the orc cryomancer's Arrow Stitching hits Tines for 138 physical damage.
Tines the level 34 thalore wyrmic was raked to death by Elotira the orc cryomancer on level 7 of Dreadfell.
























































































