












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Items Vault 1.7.6Donators/Buyers bonus! Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. 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! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Improved Enemy UI 1.7.41. improve the default shockbolt of enemy, making them brighter and easier to find. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 27 / 13% |
| Size | big |
| Lifes / Deaths | Killed by Isymira the Guard at level 26 on the 33rd Haze 122nd year of Ascendancy at 16:56 / 2Killed by Bandit Leader Gledath at level 27 on the 34th Haze 122nd year of Ascendancy at 03:19 |
Primary Stats
| Strength | 56 (base 43) |
| Dexterity | 25 (base 14) |
| Constitution | 42 (base 27) |
| Magic | 65 (base 40) |
| Willpower | 17 (base 10) |
| Cunning | 27 (base 10) |
Resources
| Life | -179/626 |
| Positive | 108/128 |
| Stamina | 37/196 |
| Healing Factor | 1.333988003127 |
| Regeneration | 0.33349700078175 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | -1.1102230246252E-14% |
| Global | +110.31638663509% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 3 |
| See Invisible | 3 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 145 |
| Accuracy | 38 |
| Crit Chance | 23% |
| APR | 20 |
| Speed | 0.80 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 12% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +7% |
| Light | +53% |
| Temporal | +21% |
| Darkness | +24% |
| Arcane | +4% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Mind | +35% |
| Light | +47% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 16.118138619369 (56.297102139833%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 10 |
| Physical Save | 41 |
| Spell Save | 31 |
| Mental Save | 8 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 13%( 70%) |
| Cold | + 14%( 70%) |
| All | + 8%( 70%) |
| Darkness | + 69%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 16%( 70%) |
| Physical | + 15%( 70%) |
| Lightning | + 28%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 5%( 70%) |
Defense: Immunities
| Blind Resistance | 54% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 245 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 76 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 16 Travel Speed: 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 126 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Celestial / Sun | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Generic Talents
| Race / Parasite | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 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 grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 Minotaur. * 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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed vial of wight ectoplasm. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed warg claw. * You've found the needed wretchling eyeball. | 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 within1 lumberjacks have died. | done |
Equipment
| On feet | Abyssglean (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +1 Con offense ------ Damage +9% fire defense ------ Armor +3 Fatigue +2% Resistance +6% fire +6% cold Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +1 See Invisibility +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed pouch of iron shots of amnesia (17/17, 20-24 power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego++] Master/Psionic Weapon Damage 20.0 - 24.0 Physical Uses 70% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +9.0% Capacity 17 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Critical: * Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Fanged Collar Fanged Collar0.0 Encumbrance T4 head armor [Unique] It's a head... but is it yours? |
| On hands | rough leather gloves 'Aeritta' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +2 Str +7 Mag offense ------ Damage +4% arcane +6% temporal defense ------ Armor +1 Crit Resistance 5.00% other ------- Infravision +3 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. |
| Tool | Xerywen (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +1 Str offense ------ Critical power +15.00% defense ------ Resistance +1% physical Crit Resistance 5.00% Knockbk Resist +20% other ------- Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Mayarimira the Blazepeal0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +13 (+3 eff.) Spellpower +7 (+2 eff.) Mindpower +8 (+4 eff.) Damage +3% fire +12% darkness +12% light Ignore resists +5% light defense ------ Resistance +24% darkness Rings make your fingers look great! |
| On fingers | Adena the Deepsfury0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +7 Wil +5 Cun +3 Con offense ------ Mindpower +6 (+3 eff.) Ignore resists +25% mind On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Resistance +6% darkness Rings make your fingers look great! |
| Around neck | Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+8 eff.) Mind save -7 (-7 eff.) Life +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | Colaryem (48-77 power, 12 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Arcane Weapon Damage 48.0 - 76.8 Physical Uses 50% Mag, 130% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 125% While equipped: Stats +7 Dex offense ------ Move Speed +10% Damage +7% lightning defense ------ Fatigue -12% Resistance +7% lightning other ------- Encumbrance +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
| Around waist | Beyregotar the Gorestalker1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Con offense ------ Physical Power +9 (+2 eff.) Ignore resists +25% nature On-Hit (Melee): * 10% chance to slow global speed by 45% defense ------ Resistance +15% lightning +5% arcane +6% light Physical save +5 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
| In off hand | wrathful steel shield of the stars (0 def, 4 armour, 19-23 power, 39.5 block)7.0 Encumbrance T2 shield armor [Ego++] Arcane When used to Attack: Weapon Damage 19.0 - 22.8 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 On-hit +11 light +12 darkness On-crit, radius 2 +16 light +10 fire While equipped: Stats +2 Cun +2 Mag offense ------ Damage +11% light +12% darkness On shield block: * Deals 114 light and fire damage to each enemy blocked defense ------ Armor +4 Fatigue +8% Resistance +5% fire +19% light +12% darkness other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Gleamtorrent (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Damage +12% light +15% temporal Ignore resists +10% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Defense +2 (+2 eff.) other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Ragiharahek (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: Stats +3 Dex +1 Con offense ------ Ignore Armor +1 defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +7% physical Physical save +11 (+4 eff.) Unlife -20.00 life A suit of armour made of mail. |
Inventory
healing infusion of the psychic (heal 78; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 78 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 451%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 451% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 22 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, light, fire, arcane, mind)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 physical, 4 light, 4 fire, 5 arcane, 5 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (218.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 263.78 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the psychic (power 14; resist 18%; move 31%; dur 5; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 18% all resistance, you move 31% faster, and you are invisible (power 14). Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 272; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 272 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+10 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
clarifying copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% mind Confus Resist +23% Amulets make your neck look great! |
insulating steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 defense ------ Resistance +10% fire +11% cold other ------- Mana/turn +0.12 Max mana +28.00 Amulets make your neck look great! |
warrior's copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +5% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
copper ring of aether (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +10% arcane defense ------ Resistance +10% arcane Rings make your fingers look great! |
rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+6 eff.) Rings make your fingers look great! |
wizard's steel ring of darkness (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +10% darkness defense ------ Resistance +20% darkness Spell save +6 (+3 eff.) Rings make your fingers look great! |
dwarven-steel battleaxe of erosion (34-50 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego] Nature Weapon Damage 33.5 - 50.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +9 nature Massive two-handed battleaxes. |
caustic dwarven-steel dagger of enduring (20-25 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego++] Nature Weapon Damage 19.5 - 25.4 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-crit, radius 2 +17 acid +13 nature While equipped: Stats +5 Con +5 Wil offense ------ Ignore resists +8% acid +8% nature Ignore Armor +8 defense ------ Life +27.00 Sharp, short and deadly. |
chilling steel dagger of massacre (16-21 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 16.5 - 21.4 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 cold Sharp, short and deadly. |
dwarven-steel dagger of amnesia (18-24 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Psionic Weapon Damage 18.5 - 24.1 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. |
truestriking dwarven-steel dagger of the mystic (17-22 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 17.0 - 22.1 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +3 Mag +3 Wil offense ------ Spellpower +8 (+2 eff.) Ignore resists +6% physical Accuracy +10 (+3 eff.) Ignore Armor +7 Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 50% Mag, 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
arcing dwarven-steel greatmaul of massacre (51-76 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego] Arcane/Master Weapon Damage 51.0 - 76.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage Massive two-handed mauls. |
truestriking dwarven-steel greatmaul of phasing (42-64 power, 11 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego+] Arcane/Master Weapon Damage 42.5 - 63.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +11 Critical Rate +1.5% Attack Speed 100% Ignore Shields +19% While equipped: offense ------ Ignore resists +10% physical Accuracy +17 (+6 eff.) Ignore Armor +12 Massive two-handed mauls. |
Rootreign the steel greatsword (26-42 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Rare] Master Weapon Damage 26.5 - 42.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +16 light While equipped: Stats +5 Str +4 Mag +5 Con offense ------ Physical Power +10 (+2 eff.) Ignore resists +10% physical When Hit 4 nature defense ------ Resistance +6% nature Disarm Resist +21% other ------- Light +2 Massive two-handed swords. |
chilling dwarven-steel greatsword of daylight (34-54 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego] Arcane Weapon Damage 33.5 - 53.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 light +24 cold Damage Against +16% Undead Massive two-handed swords. |
iron greatsword (17-27 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 17.0 - 27.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
dwarven-steel longsword (24-33 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Normal] Weapon Damage 23.5 - 32.9 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% Sharp, long, and deadly. |
Ulfidokor the dwarven-steel mace (34-48 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 34.0 - 47.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +12 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage While equipped: offense ------ Damage +12% acid defense ------ Resistance +3% lightning +3% temporal Pinning Resist +10% Blunt and deadly. |
iron mace (12-17 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Normal] Weapon Damage 12.0 - 16.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% Blunt and deadly. |
iron mace of massacre (16-22 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Master Weapon Damage 16.0 - 22.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% Blunt and deadly. |
hungering thorny mindstar of storms (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego++] Nature/Psionic Weapon Damage 8.5 - 9.4 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5 Str +3 Dex +2 Mag +3 Wil +3 Cun +1 Con offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) On-Hit 6 lightning Damage +9% lightning Ignore resists +9% lightning defense ------ Resistance +7% lightning other ------- Hate/kill +2.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 52.80 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 turn cooldown 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. |
Bolbum's Big Knocker (64-77 power, 10 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 64.0 - 76.8 Physical Uses 190% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +10 Attack Speed 100% On-hit +10% confusion While equipped: offense ------ Spell Crit +18% Spellpower +12 (+4 eff.) Damage +20% physical Accuracy +7 (+2 eff.) other ------- Masteries +0.20 Spell/Staff combat Channel Staff: Effective talent level: 2.0 Power cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Elymina (30-36 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Nature Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Dex +6 Con offense ------ Spell Crit +5% Critical power +10.00% Spellpower +25 (+8 eff.) Damage +30% darkness +27% physical defense ------ Defense +26 (+16 eff.) Life Regen +2.00 Healmod +29% other ------- Stamina/turn +3.29 EQ when Hit +0.08 Light +6 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 13 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 107.29 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Ichorgrinder (25-30 power, 4 apr, temporal element)5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +6 Mag +5 Cun +4 Con offense ------ Spell Crit +11% Critical power +31.00% Spellpower +12 (+4 eff.) Damage +12% acid +25% temporal +6% nature defense ------ Resistance +12% nature other ------- Negative/turn +0.20 Vim-on-crit +4.00 Max vim +27.00 Max negative +28.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew starstaff of fate (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +9 (+3 eff.) Spellpower/crit +3 Damage +20% darkness defense ------ Physical save +8 (+3 eff.) Spell save +7 (+4 eff.) Mind save +8 (+8 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Melathagar the Blizzardhunger (20-28 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 20.0 - 28.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +5 cold On-Hit, radius 1 +12 temporal On Critical: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 While equipped: offense ------ Physical Crit +11.0% Critical power +16.00% Damage +3% temporal Ignore resists +15% cold Ignore Armor +8 When Hit 2 temporal defense ------ Resistance +3% cold One-handed war axes. |
Skullcleaver (20-28 power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
acidic steel waraxe of massacre (20-29 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 20.5 - 28.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 One-handed war axes. |
balanced iron waraxe of massacre (16-22 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Master Weapon Damage 16.0 - 22.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +5 (+5 eff.) Disarm Resist +22% One-handed war axes. |
plaguebringer's dwarven-steel waraxe of massacre (28-38 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 27.5 - 38.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +5 blight On Hit: 20% Epidemic level 3 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 23 While equipped: defense ------ Disease Resist +19% One-handed war axes. |
Cracklesting1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% lightning Ignore resists +15% acid +15% light defense ------ Resistance +3% lightning Life Regen +1.00 Healmod +10% A belt that goes around your waist. |
Emelille1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +4 Str +1 Con offense ------ Mindpower +3 (+1 eff.) Damage +3% acid defense ------ Defense +10 (+8 eff.) Physical save +21 (+7 eff.) A belt that goes around your waist. |
Magmaorder (11 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil offense ------ Damage +12% light Ignore resists +5% fire Accuracy +5 (+2 eff.) defense ------ Defense +11 (+8 eff.) Resistance +1% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Squalorbrace (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil +3 Con offense ------ Ignore resists +5% nature When Hit 6 nature defense ------ Defense +1 (+1 eff.) Physical save +5 (+2 eff.) Mind save +6 (+6 eff.) Unlife -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. |
Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+5 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Bokagobar the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+1 eff.) Ignore resists +5% physical defense ------ Armor +3 Fatigue +2% Resistance +6% blight Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Stamina/turn +0.30 Max stamina +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Singemistress the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +1% Critical power +10.00% Damage +6% mind defense ------ Armor +1 Resistance +3% fire Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+6 eff.) A pair of boots made of leather. |
iron gauntlets 'Breezewinnow' (0 def, 3 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Con offense ------ On-Hit 6 fire Damage +4% fire Ignore resists +10% lightning +15% physical defense ------ Armor +3 Fatigue +1% Resistance +3% nature +6% fire 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. |
miner's rough leather cap of strength (+3) (0 def, 3 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +1% other ------- Infravision +1 A cap made of leather. |
rough leather cap 'Wretchwill' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Damage +6% nature +3% darkness On-Hit (Melee): * 20% chance to slow global speed by 45% defense ------ Armor +1 Fatigue +1% Resistance +3% darkness A cap made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego] Master While equipped: defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% Resistance +20% cold A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour of resilience (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Nature While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Life +20.00 A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego+] Nature While equipped: defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% Life +24.00 Life Regen +7.30 Healmod +15% other ------- Stamina/turn +0.70 A suit of armour made of mail. |
hardened leather armour of the hero (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +3 Str +6 Dex +5 Mag +5 Wil +5 Cun defense ------ Armor +6 Defense +9 (+7 eff.) Fatigue +8% Life +36.00 A suit of armour made of leather. |
prismatic cured leather armour of spell shielding (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Arcane While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +6% arcane +12% light +11% darkness Spell save +11 (+6 eff.) A suit of armour made of leather. |
rejuvenating hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Nature While equipped: defense ------ Armor +6 Defense +9 (+7 eff.) Fatigue +8% Life Regen +2.80 other ------- Stamina/turn +0.80 A suit of armour made of leather. |
Ebonybait the iron shield (0 def, 2 armour, 10-12 power, 17.5 block)7.0 Encumbrance T1 shield armor [Rare] Master When used to Attack: Weapon Damage 10.0 - 12.0 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +18 On-crit, radius 2 +12 physical While equipped: Stats +2 Str offense ------ Damage +3% light +6% darkness Accuracy +5 (+2 eff.) defense ------ Armor +2 Fatigue +8% Resistance +3% darkness +16% cold other ------- Talents +1 Block Handheld deflection devices. |
iron shield (0 def, 2 armour, 10-12 power, 17.5 block)7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 10.0 - 12.0 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +18 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
9 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
46 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+6 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance 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. |
2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Shadewasp the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Str +3 Wil offense ------ Damage +6% mind When Hit 6 cold defense ------ Resistance +3% darkness other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+5 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance 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 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
cleansing elm totem of summon tentacle [power 95] (25 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 195 Base Damage: 95 Armor: 2 All Resist: 0 Puts all charms on 25 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Lismien the Doomelf Sun Paladin level 16
29th Dusk 122nd year of Ascendancy at 19:32 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Lismien the Doomelf Sun Paladin level 22
16th Haze 122nd year of Ascendancy at 06:06 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Lismien the Doomelf Sun Paladin level 20
5th Haze 122nd year of Ascendancy at 17:57 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Lismien the Doomelf Sun Paladin level 23
20th Haze 122nd year of Ascendancy at 12:07 see stats
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By Lismien the Doomelf Sun Paladin level 6
78th Pyre 122nd year of Ascendancy at 06:16 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Lismien the Doomelf Sun Paladin level 10
10th Mirth 122nd year of Ascendancy at 19:38 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Lismien the Doomelf Sun Paladin level 20
1st Haze 122nd year of Ascendancy at 23:08 see stats
Once bitten, twice shy (Nightmare (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Lismien the Doomelf Sun Paladin level 21
10th Haze 122nd year of Ascendancy at 10:19 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Lismien the Doomelf Sun Paladin level 1
74th Pyre 122nd year of Ascendancy at 11:10 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Lismien the Doomelf Sun Paladin level 1
74th Pyre 122nd year of Ascendancy at 11:10 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Lismien the Doomelf Sun Paladin level 15
10th Dusk 122nd year of Ascendancy at 17:40 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Lismien the Doomelf Sun Paladin level 8
5th Mirth 122nd year of Ascendancy at 23:39 see stats
The bigger the better! (Nightmare (Roguelike) difficulty)
Did over 3000 damage in one attack.By Lismien the Doomelf Sun Paladin level 1
74th Pyre 122nd year of Ascendancy at 11:10 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Lismien the Doomelf Sun Paladin level 16
19th Dusk 122nd year of Ascendancy at 15:18 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Lismien the Doomelf Sun Paladin level 16
15th Dusk 122nd year of Ascendancy at 19:06 see stats
Log
Bandit Leader Gledath damages himself through Martyrdom!
Bandit Leader Gledath hits Lismien for (40 blocked), 123 physical, (3 blocked), 0 arcane, (4 blocked), 0 arcane, (6 blocked), 0 darkness (123 total damage).
Melee retaliation hits Bandit Leader Gledath for (0 flat reduction), 0 light (0 total damage).
Lismien hits Bandit Leader Gledath for (14 flat reduction), 7 light, (14 flat reduction), 0 fire, (14 flat reduction), 29 light, (8 flat reduction), 0 light, (5 flat reduction), 0 physical (36 total damage).
Bandit Leader Gledath is no longer influenced by martyrdom.
Talent Assault is ready to use.
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Lismien casts Healing Light.
Lismien receives 213 healing.
Bandit Leader Gledath casts Manathrust.
Bandit Leader Gledath's spell attains critical power!
Bandit Leader Gledath hits Lismien for 74 physical, 3 arcane, 4 arcane, 6 darkness, 85 arcane (173 total damage).
Melee retaliation hits Bandit Leader Gledath for (0 flat reduction), 0 light (0 total damage).
Talent Sun Ray is ready to use.
Talent Rune: Blink is ready to use.
Talent Bathe in Light is ready to use.
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Lismien casts Rune: Blink.
Bandit Leader Gledath uses Skullcracker.
Lismien wanders around!
Bandit Leader Gledath hits Lismien for 120 physical, 4 arcane, 6 darkness (130 total damage).
Melee retaliation hits Bandit Leader Gledath for (0 flat reduction), 0 light (0 total damage).
Lismien has survived the set up.
Bandit Leader Gledath throws two quick punches.
Bandit Leader Gledath performs a melee critical strike against Lismien!
Bandit Leader Gledath hits Lismien for 138 physical damage.
Melee retaliation hits Bandit Leader Gledath for (0 flat reduction), 0 light, (0 flat reduction), 0 light (0 total damage).
Lismien the level 27 doomelf sun paladin was pierced to death by Bandit Leader Gledath on level 1 of bandit fortress.






























































































































