












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. 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. 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. Improved line-wrapping logic thanks to Joerle! 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.
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Quick Transmo Chest Management 1.6.7Adds a new key bind to transmogrify things faster. Currently, hitting the key on an item in the transmog chest puts it into your normal inventory, while hitting the key on an item in your normal inventory immediately transmogs it with no confirmation. The key bind only works if you have a transmog chest and only if the selected item is transmog-able. I got annoyed at how slow transmog is and made this. I'll probably make its behavior configurable in a future update. Better Item Description 1.7.4This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Cultist of Entropy |
| Level / Exp | 21 / 89% |
| Size | medium |
| Lifes / Deaths | Killed by Vorydhebeth the warg at level 21 on the 51st Haze 122nd year of Ascendancy at 18:43 / 1 |
Primary Stats
| Strength | 24 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 61 (base 39) |
| Magic | 55 (base 50) |
| Willpower | 12 (base 10) |
| Cunning | 14 (base 13) |
Resources
| Life | -186/686 |
| Insanity | 13/100 |
| Healing Factor | 1.3349470706755 |
| Regeneration | 3.804599151425 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 8 |
| Crit Chance | 6% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +21% |
| Darkness | +25% |
| Blight | +3% |
| Cold | +3% |
| Mind | +11% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 21 (39%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 5 |
| Physical Save | 31 |
| Spell Save | 33 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 14%( 70%) |
| Nature | + 3%( 70%) |
| Physical | + 1%( 70%) |
| Mind | + 11%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 73% |
| Confusion Resistance | 61% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 40% |
| Silence Resistance | 42% |
| Bleed Resistance | 100% |
| Disarm Resistance | 48% |
| Pinning Resistance | 42% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 41% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 375 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 40 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 25 up to 4 times. Its effects scale with your Magic stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Nether | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Rift | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Demented / Void | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Demented / Calamity | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Twofold Curse |
| talent | Revelation |
| talent | Grand Oration |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by bloated horror. Escort: lone alchemist (level 1 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Gliwe the giant white rat. Escort: lone alchemist (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)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 have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed black mamba head. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed snow giant kidney. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed length of troll intestine. * 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 within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Yarulakath the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +3% nature +3% temporal Silence- +22% Confus- +21% Stun/Frz- +23% ---------- misc Mana/turn +0.12 Max.stam +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Layoralaith'2.0 T1 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +3% acid ----- def ----- Resists +3% acid Max.HP +42.00 ---------- 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. |
| On head | linen wizard hat 'Emelita' (26 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Str +3 Cun +1 Con dps ---------- Res.pen +5% acid ----- def ----- Defense +26 (+10 eff.) Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
| Tool | Balidil the yew totem of healing [power 230] (15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Crit.chn- 10.00% ---------- misc Infravis +1 See.Invis +9 Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 15 cooldown 100% to increase all damage by 14% for 2 turns. 100% to reduce fatigue by 31% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring 'Bregerim'0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% mind +12% acid Phasing +10% ----- def ----- Resists +11% mind +24% acid Phys.save +6 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+4 eff.) ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
| On fingers | Grinydufast the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +1 Dex +5 Con dps ---------- Mind.crit +1% Dmg.mod +6% acid ----- def ----- Crit.chn- 5.00% Mind.save +6 (+3 eff.) Max.HP +24.00 Disarm- +28% Pinning- +22% Knockbk- +20% ---------- misc Psi/ret +0.12 Rings make your fingers look great! |
| Around waist | Arumilaith the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Mind.crit +1% Spell.pwr +15 (+5 eff.) Dmg.mod +3% blight ----- def ----- Fatigue -4% Spell.save +12 (+6 eff.) Mind.save +3 (+2 eff.) ---------- misc Max.enc +22 A belt that goes around your waist. |
| In main hand | elven-wood magestaff 'Zubunor' (129% power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Random Unique] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +2 Dex +2 Mag dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) S.pwr/crit +5 Dmg.mod +25% darkness ----- def ----- Armour +10 Hardiness +9% Crit.chn- 5.00% Phys.save +8 (+4 eff.) ---------- misc Infravis +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Glarewasp (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: ----- def ----- Armour +2 Resists +6% acid +9% light Spell.save +3 (+1 eff.) HP.reg +2.60 Silence- +20% Disarm- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.90 Psi/turn +0.19 Unarmed combat: Power 116% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Second Wind 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+5 eff.) Fatigue +7% Max.HP +40.00 Blind- +40% Confus- +40% ---------- misc Infravis +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. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | Chillslice the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold Melee Ret 4 physical ----- def ----- Defense +15 (+6 eff.) Resists +1% physical +11% temporal Pinning- +20% Knockbk- +21% Amulets make your neck look great! |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
movement infusion (speed 620%; cd 18)0.1 infusion scroll [Normal] 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 increase movement speed by 620% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the wizard (range 6; phase 17; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 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 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the wizard (damage 198; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 198.44 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 69; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 69 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +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... |
restful steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
warrior's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.30 Mana/turn +0.16 Max.mana +20.00 Amulets make your neck look great! |
Ravenbender the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +11% physical ----- def ----- Resists +11% physical +3% darkness +3% cold ---------- misc Max.psi +20.00 Rings make your fingers look great! |
copper ring 'Yvuralaith'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Melee Ret 2 acid On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
rogue's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% acid ----- def ----- Defense +6 (+3 eff.) Resists +20% acid Rings make your fingers look great! |
wizard's copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Xorebeth the Cloudstinger0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +7 (+4 eff.) Mind.pwr +25 (+13 eff.) Dmg.mod +6% mind Res.pen +10% mind +20% lightning ---------- misc Equi/ret +0.20 Rings make your fingers look great! |
Kor's Fall (100% power, 0 apr, fire element)5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 138.54 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (277). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
short elm magestaff of fate (100% power, 2 apr, cold element)5.0 T1 staff 1H weapon [Ego] Arcane/Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Dmg.mod +10% cold ----- def ----- Phys.save +6 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +7 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Ce'Narekira (122% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 122% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Mind.crit +3% Spell.pwr +19 (+6 eff.) Mind.pwr +5 (+3 eff.) Dmg.mod +6% mind +21% fire ----- def ----- Silence- +10% ---------- misc Psi/ret +0.04 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's ash magestaff (111% power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +2% Spell.pwr +11 (+3 eff.) Melee+ 17 arcane Dmg.mod +15% arcane ---------- misc Max.mana +23.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel greatsword 'Zerulach' (165% power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Master Power 166% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 blight While equipped: dps ---------- Spell.pwr +30 (+10 eff.) Res.pen +10% all Acc +9 (+9 eff.) Apr +14 ---------- misc Mana/turn +0.04 Massive two-handed swords. |
truestriking dwarven-steel greatsword of massacre (150% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 150% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +16 (+13 eff.) Apr +10 Massive two-handed swords. |
slime-covered steel mace (107% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Disrupt Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 5% chance to slow global speed by 38% Blunt and deadly. |
hateful iron waraxe of paradox (103% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane/Psionic Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 darkness +6 temporal Against +6% Living While equipped: ----- def ----- Resists +6% temporal One-handed war axes. |
slime-covered steel waraxe (110% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Disrupt Power 110% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 7% chance to slow global speed by 38% One-handed war axes. |
Arynn the Galekiller (101% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 101% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 darkness +12 cold Against +8% Living On Hit.r1 +4 lightning While equipped: dps ---------- Dmg.mod +15% lightning +6% fire ----- def ----- Resists +9% lightning Sharp, short and deadly. |
Strikevile the steel dagger (107% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Master Power 107% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +8 fire While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+4 eff.) Dmg.mod +6% lightning Res.pen +20% lightning +8% physical ----- def ----- Resists +12% lightning Disarm- +17% ---------- misc Light +2 Infravis +3 Sharp, short and deadly. |
nature's vined mindstar of clarity (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +4% blight Mind.save +2 (+1 eff.) Disease- +13% ---------- misc Max.psi +16.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
projecting vined mindstar (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +5% lightning +5% fire +6% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative thorny mindstar of balance (96% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +5.00% Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +2 (+1 eff.) Spell.save +5 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of gales (97% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +8% lightning +4% cold +5% physical ----- def ----- Defense +9 (+4 eff.) Pinning- +18% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
steel steamsaw of crippling (112% power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 112% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +25 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +7.0% ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
acidic dwarven-steel steamsaw of evisceration (65% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Nature/Master/Steamtech Power 123% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +42 On Crit: * Wound the target dealing 89 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+4 eff.) Melee+ 7 acid Melee Ret 6 acid ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Stormlash (115% power, 7 apr)3.0 T1 whip 1H weapon Reqs Dex 15 [Unique] Arcane Power 115% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+7 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 17.39 to 52.17 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
cured leather sling 'Brodondil'4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit: * 20% chance to reduce all saves and defense by 13 While equipped: Stats +7 Con +7 Wil dps ---------- Mind.pwr +25 (+13 eff.) Res.pen +15% mind On Hit (Ranged): * 20% chance to reduce all saves and defense by 13 ----- def ----- Max.HP +10.00 ---------- misc Equi/ret +0.08 Slings are used to hurl stones or metal shots at your foes. |
crackling steel shield of the stars (0 def, 4 armour, 38.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Dex +4 Cun +1 Mag dps ---------- Dmg.mod +12% light +12% darkness Melee Ret 4 lightning ----- def ----- Armour +4 Fatigue +8% Resists +12% lightning +10% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Deepsspar the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Cun +6 Mag dps ---------- Dmg.mod +11% acid +3% darkness ----- def ----- Resists +16% acid +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+5 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
woollen robe 'Gloomgore' (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +11% mind +21% darkness Res.pen +5% mind Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 13 ----- def ----- Resists +12% lightning +11% mind +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 56.28 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
marauder's cured leather armour of stability (9 def, 4 armour)9.0 T2 light armor [Ego+] Master While equipped: Stats +4 Str +4 Dex ----- def ----- Armour +4 Defense +9 (+4 eff.) Fatigue +7% Resists +6% physical Phys.save +17 (+9 eff.) A suit of armour made of leather. |
prismatic hardened leather armour of spell shielding (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +11% light +14% darkness +6% arcane Spell.save +15 (+7 eff.) A suit of armour made of leather. |
rejuvenating hardened leather armour of clarity (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Psionic While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +5% mind Mind.save +15 (+8 eff.) HP.reg +2.80 ---------- misc Stam/turn +1.10 A suit of armour made of leather. |
rejuvenating steel mail armour of resilience (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Max.HP +24.00 HP.reg +2.20 ---------- misc Stam/turn +1.10 A suit of armour made of mail. |
cleansing dwarven-steel mail armour of stability (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +11% blight +7% physical +12% nature Phys.save +14 (+7 eff.) A suit of armour made of mail. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
noble's rough leather belt1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +17% Summoned ----- def ----- D.Red.from +19% Summoned A belt that goes around your waist. |
rough leather belt 'Boghue'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Res.pen +5% nature Apr +1 ----- def ----- Resists +5% fire +6% nature +5% cold A belt that goes around your waist. |
rough leather belt 'Rainnail'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +7.0% Mind.crit +7% Dmg.mod +3% nature Melee Ret 4 light ----- def ----- Resists +24% acid +9% fire A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
murderer's linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) Acc +4 (+4 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) Fatigue -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Camuromineg the Morbuswoe (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Res.pen +25% arcane +10% nature Melee Ret 2 arcane ----- def ----- Armour +1 A pair of boots made of leather. |
Morbuswoe the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Spell.pwr +4 (+1 eff.) S.pwr/crit +4 Dmg.mod +6% arcane Res.pen +5% arcane +5% blight ----- def ----- Armour +1 Resists +9% nature A pair of boots made of leather. |
pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Stam/turn +0.50 Max.stam +14.00 A pair of boots made of leather. |
Taintquill the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Mag +3 Wil +3 Cun +3 Con dps ---------- Res.pen +5% acid On Hit (Melee): * 20% chance to slow global speed by 38% ----- def ----- Armour +3 Fatigue +2% Phys.save +5 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Infravis +1 See.Invis +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Deepsguile' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.crit +2% Dmg.mod +6% darkness +12% mind ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +7% temporal Mind.save +3 (+2 eff.) ---------- misc Hate/m.crit +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves 'Heatswift' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +1 Mag dps ---------- Res.pen +10% fire ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +12.00 Infravis +3 Unarmed combat: Power 93% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring hardened leather gloves of the juggernaut (0 def, 2 armour)1.0 T2 hands armor [Ego++] Disrupt/Master While equipped: Stats +1 Con dps ---------- On Melee Ret: * 21 arcane resource burn ----- def ----- Armour +2 Phys.save +22 (+10 eff.) Spell.save +20 (+9 eff.) Mind.save +5 (+3 eff.) Disarm- +25% Unarmed combat: Power 117% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 physical On Hit: 10% Juggernaut 1 On Hit: * 23 arcane resource burn Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Jetveil' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +10 (+5 eff.) Melee+ 6 cold Dmg.mod +3% physical +12% darkness +4% cold Res.pen +15% darkness Acc +10 (+10 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% cold Unarmed combat: Power 102% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 ice On Hit: 10% Ice Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Ivubrenn the Shimmerquill (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+4 eff.) Res.pen +20% lightning +20% mind ----- def ----- Armour +2 Fatigue +3% Resists +3% blight +6% cold +12% light +12% lightning Unarmed combat: Power 133% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Acc +4 (+4 eff.) Apr +7 ----- def ----- Armour +2 Fatigue +3% Resists +9% blight Spell.save +9 (+4 eff.) Unarmed combat: Power 123% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +8.0% Atk.spd 83% On Hit: * 13% chance to slow global speed by 38% * 14% chance to reduce armor by 35% Metal gloves protecting the hands up to the middle of the lower arm. |
Eleraldaba the iron helm (0 def, 11 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +4 Dex +3 Con ----- def ----- Armour +11 Fatigue +5% Resists +6% lightning +6% temporal ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 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. |
2 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. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Rod of Annulment (1/1)2.0 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 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Phoenixroar [power 110] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +15% fire On Hit (Melee): * 10% chance to reduce armor by 35% Blast the opponent's mind dealing 122 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Glorima [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% acid Spell.save +3 (+1 eff.) HP.reg +4.00 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Blastbreaker the ash totem of stinging [power 200] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness Melee Ret 6 nature 8 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 11% ----- def ----- Resists +3% lightning Sting an enemy dealing 200 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Monolith Ghoul the Ghoul Cultist of Entropy level 10
9th Mirth 122nd year of Ascendancy at 06:28 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Monolith Ghoul the Ghoul Cultist of Entropy level 20
48th Haze 122nd year of Ascendancy at 21:52 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Monolith Ghoul the Ghoul Cultist of Entropy level 19
15th Haze 122nd year of Ascendancy at 21:15 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Monolith Ghoul the Ghoul Cultist of Entropy level 10
1st Summertide 122nd year of Ascendancy at 12:01 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Monolith Ghoul the Ghoul Cultist of Entropy level 12
3rd Flare 122nd year of Ascendancy at 08:34 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Monolith Ghoul the Ghoul Cultist of Entropy level 15
73rd Dusk 122nd year of Ascendancy at 13:40 see stats
Log
Nihil from Monolith Ghoul hits Vorydhebeth the warg for (6 flat reduction), 0 temporal (0 total damage).
Monolith Ghoul loses 1 health to the entropy.
Dark Whispers from Monolith Ghoul hits Vorydhebeth the warg for (12 flat reduction), 18 darkness (18 total damage).
Nihil from Monolith Ghoul hits Vorydhebeth the warg for (6 flat reduction), 0 temporal (0 total damage).
Monolith Ghoul loses 1 health to the entropy.
Talent Dark Whispers is ready to use.
Dark Whispers from Monolith Ghoul hits Vorydhebeth the warg for (12 flat reduction), 18 darkness (18 total damage).
Nihil from Monolith Ghoul hits Vorydhebeth the warg for (6 flat reduction), 0 temporal (0 total damage).
Monolith Ghoul loses 1 health to the entropy.
Monolith Ghoul's morale has been lowered.
Vorydhebeth the warg rushes out!
Vorydhebeth the warg hits Monolith Ghoul for 157 physical, 0 arcane, 8 mind, 12 darkness (178 total damage).
Melee retaliation hits Vorydhebeth the warg for (4 flat reduction), 0 physical (0 total damage).
Monolith Ghoul casts Dark Whispers.
Vorydhebeth the warg throws two quick punches.
Monolith Ghoul is recovering from the damage!
Dark Whispers from Monolith Ghoul hits Vorydhebeth the warg for (12 flat reduction), 42 darkness (42 total damage).
Melee retaliation hits Vorydhebeth the warg for (4 flat reduction), 0 physical, (4 flat reduction), 0 physical (0 total damage).
Nihil from Monolith Ghoul hits Vorydhebeth the warg for (6 flat reduction), 0 temporal (0 total damage).
Vorydhebeth the warg hits Monolith Ghoul for 159 physical, 0 arcane, 8 mind, 12 darkness, 155 physical, 0 arcane, 8 mind, 12 darkness (355 total damage).
Monolith Ghoul loses 2 health to the entropy.
Vorydhebeth the warg speeds up.
Vorydhebeth the warg throws a concussive punch.
Vorydhebeth the warg slows down.
Monolith Ghoul's is vulnerable to attacks and effects!
Vorydhebeth the warg hits Monolith Ghoul for 188 physical, 0 arcane, 8 mind, 12 darkness, 190 physical (399 total damage).
Melee retaliation hits Vorydhebeth the warg for (4 flat reduction), 0 physical (0 total damage).
Monolith Ghoul the level 21 ghoul cultist of entropy was shattered to death by Vorydhebeth the warg on level 4 of Old Forest.


















































































































