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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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.
Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. 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:
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:
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! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 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. 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 27 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by Zubugawyn the orc assassin at level 27 on the 28th Stralite 123rd year of Ascendancy at 01:45 / 1 |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 20 (base 13) |
| Constitution | 44 (base 21) |
| Magic | 97 (base 58) |
| Willpower | 45 (base 10) |
| Cunning | 58 (base 38) |
Resources
| Life | -115/860 |
| Mana | 261/431 |
| Insanity | 0/100 |
| Healing Factor | 1.2455007465518 |
| Regeneration | 2.8023766797416 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +57.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 40.043810120534 |
| See Invisible | 40.043810120534 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 42 |
| Crit Chance | 29% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +15% |
| Acid | +18% |
| Light | +21% |
| Darkness | +72% |
| Blight | +47% |
| Arcane | +23% |
| Mind | +17% |
| All | +11% |
Offense: Damage Penetration
| Cold | +5% |
| Darkness | +10% |
| Mind | +20% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 7 |
| Physical Save | 26 |
| Spell Save | 40 |
| Mental Save | 45 |
Defense: Resistances
| Arcane | + 23%( 70%) |
| Cold | + 27%( 70%) |
| All | + 19%( 70%) |
| Lightning | + 29%( 70%) |
| Physical | + 21%( 70%) |
| Mind | + 32%( 70%) |
| Darkness | + 69%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Confusion Resistance | 100% |
| Stun Resistance | 45% |
| Instadeath Resistance | 100% |
| Blind Resistance | 60% |
Inscriptions (4/4)
| 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 585 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 120 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -679 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1359 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by Wrathroot. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Heart of the Gloom. Escort: lost defiler (level 1 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Xayawen the dread. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Emeladhena the banshee. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved talent Foresight (+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 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed vampire lord fang. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bear paw. 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 fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed vial of elder vampire blood. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | blightbringer's pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +6 (+2 eff.) Mov.spd +25% Dmg.mod +7% acid +6% blight ----- def ----- Armour +4 Fatigue +3% Disease- +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | 126 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
| Light source | Poroma the Cloudvein2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Resists +6% mind +12% lightning Max.HP +44.00 ---------- 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 | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Mag +10 Wil +10 Con dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +60% Confus- +60% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| Tool | Isaldavea [power 302] (14/20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +2 Dex +3 Con dps ---------- Phys.pwr +20 (+6 eff.) ----- def ----- Resists +2% physical Die.at -80.00 life Create a shield absorbing up to 302 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | conjurer's gold ring of darkness (+26%)0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +13% darkness ----- def ----- Resists +26% darkness Rings make your fingers look great! |
| On fingers | Zubyrinn the gold ring0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +3 Mag +6 Wil +6 Cun +3 Con dps ---------- Spell.crit +3% Mind.pwr +7 (+2 eff.) S.pwr/crit +10 Dmg.mod +15% blight ---------- misc Vim/s.crit +2.00 Rings make your fingers look great! |
| Around waist | Torchpall =3c=1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Mag +4 Wil +5 Cun +3 Con dps ---------- Melee Ret 6 fire ----- def ----- Resists +8% fire +10% cold A belt that goes around your waist. |
| In main hand | Neremira the Naturebiter (20-24 power, 4 apr, darkness element)5.0 T3 staff 1H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Cun +1 Wil dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +26% darkness Res.pen +10% nature ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Zerublek the voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Wil dps ---------- Phys.crit +11.0% Spell.crit +9% Mind.crit +10% Crit.mult +7.00% Mind.pwr +18 (+6 eff.) Melee+ 17 mind 12 darkness 7 nature Dmg.mod +4% nature Res.pen +20% mind On Hit (Melee): * 14% chance to reduce all saves and defense by 31 ----- def ----- Armour +3 Fatigue +5% Resists +8% nature Mind.save -11 (-4 eff.) Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +17.0% Atk.spd 83% On Crit.r2 +11 nature On Hit: 10% Reproach 5 On Hit: 10% Venomous Breath 5 On Crit: 20% Cripple 5 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | dreamer's cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +11% all ----- def ----- Resists +12% darkness +10% mind +11% all Phys.save +12 (+6 eff.) Spell.save +13 (+5 eff.) Mind.save +24 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | shadow cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: dps ---------- Dmg.mod +7% darkness Res.pen +10% darkness ----- def ----- Defense +2 (+1 eff.) Resists +14% darkness Stealth +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Freezeshaper0.1 T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +7 Wil +4 Cun +3 Con dps ---------- Mind.pwr +7 (+2 eff.) Mov.spd +10% Dmg.mod +12% arcane Res.pen +5% cold Melee Ret 2 cold ----- def ----- Fatigue -5% Resists +5% arcane Mind.save +6 (+2 eff.) HP.reg +2.00 Confus- +12% ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Inventory
movement infusion of the warrior (speed 619%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 619% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Pusreek the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Lck dps ---------- Dmg.mod +6% light +3% nature Acc +6 (+2 eff.) Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Defense +6 (+3 eff.) Unseen.red 11% ---------- misc Light +1 Amulets make your neck look great! |
Emeliribeth the steel amulet0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +1 Cun +3 Mag dps ---------- Mind.crit +3% Dmg.mod +9% temporal ----- def ----- Mind.save +12 (+4 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
restful steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Heal.mod +14% Cut- +40% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 274 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Freezeusher0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +2 Wil +2 Cun +5 Con dps ---------- Dmg.mod +18% cold ----- def ----- Resists +9% cold ---------- misc See.Invis +15 Amulets make your neck look great! |
The Far-Hand =10c=0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (169). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
gold amulet 'Darkhue'0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +9% nature +9% darkness Res.pen +5% darkness Melee Ret 6 nature ----- def ----- Resists +12% mind Confus- +25% Amulets make your neck look great! |
protective gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +5 Defense +6 (+3 eff.) Res.Cap +2% all Phys.save +10 (+5 eff.) Amulets make your neck look great! |
Eilinorin the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +11% lightning Res.pen +5% physical ----- def ----- Resists +22% lightning +6% temporal +3% cold +3% acid +2% physical Rings make your fingers look great! |
copper ring 'Bleakwither'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +1 Mag dps ---------- S.pwr/crit +8 Melee+ 8 physical Ranged+ 9 physical Res.pen +10% mind On Hit (Melee): * 11% chance to reduce all saves and defense by 31 On Hit (Ranged): * 10% chance to reduce all saves and defense by 31 ----- def ----- Resists +6% darkness ---------- misc Vim/s.crit +1.00 Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Barkkiller0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +20 (+10 eff.) Resists +3% nature Phys.save +12 (+6 eff.) HP.reg +4.00 Knockbk- +10% Rings make your fingers look great! |
Giladurion the Shadesorrow0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Cun +5 Mag dps ---------- Dmg.mod +6% darkness +12% physical Res.pen +25% darkness ----- def ----- Resists +12% physical ---------- misc Light +2 See.Invis +6 Rings make your fingers look great! |
conjurer's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Rings make your fingers look great! |
marksman's steel ring of blight (+10%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +10% blight Acc +8 (+3 eff.) ----- def ----- Resists +10% blight Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 125% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+6 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
marksman's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +5 Dex dps ---------- Acc +10 (+4 eff.) ----- def ----- Max.HP +27.00 Disarm- +29% Pinning- +30% Knockbk- +29% Rings make your fingers look great! |
mule's gold ring of life0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Fatigue -6% Max.HP +41.00 HP.reg +11.00 Heal.mod +10% ---------- misc Max.enc +21 Rings make your fingers look great! |
sneakthief's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +5 (+2 eff.) Rings make your fingers look great! |
yew starstaff 'Corpseream' (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Mag +9 Wil +3 Cun dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% light +6% nature ----- def ----- Armour +5 Hardiness +4% Resists +12% nature Phys.save +7 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
enhanced dwarven-steel battleaxe (29-44 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Nature Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +9 Str +5 Dex +7 Mag +7 Wil +6 Cun +10 Con Massive two-handed battleaxes. |
dwarven-steel greatmaul of massacre (52-77 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Master Power 51.5 - 77.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
Borihell (36-57 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Master Power 35.5 - 56.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +20 mind +20 arcane On Hit.r1 +8 mind +8 acid While equipped: dps ---------- Acc +13 (+5 eff.) Melee Ret 6 mind ----- def ----- Defense +12 (+6 eff.) Resists +12% acid Disarm- +45% Massive two-handed swords. |
steel longsword 'Gloompierce' (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Psionic Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +20 darkness On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% acid On Hit (Melee): * 10% chance to reduce damage dealt by 25% ----- def ----- Crit.chn- 15.00% Sharp, long, and deadly. |
dwarven-steel mace of vileness (28-39 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego] Arcane Power 28.0 - 39.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 31 Blunt and deadly. |
dwarven-steel waraxe (21-29 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
nature's thorny mindstar of life (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun 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 (+2 eff.) Dmg.mod +4% nature ----- def ----- Resists +4% blight Max.HP +12.00 HP.reg +0.90 Disease- +13% ---------- 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. |
thorny mindstar of life (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun 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 (+2 eff.) ----- def ----- Max.HP +22.00 HP.reg +0.80 ---------- 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. |
Chalahir4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +10% all Acc +9 (+3 eff.) Apr +10 ----- def ----- Resists +6% lightning +4% physical +6% cold +9% temporal +9% acid Spell.save +6 (+2 eff.) Die.at -40.00 life Max.HP +60.00 Blind- +10% Slings are used to hurl stones or metal shots at your foes. |
pouch of dwarven-steel shots (15/15, 36-43 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Normal] Power 35.5 - 42.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 15 Shots are used with slings to pummel your foes to death. |
cashmere robe 'Gorimamnir' (0 def, 4 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Phys.crit +3.0% Spell.crit +4% Spell.pwr +3 (+1 eff.) Dmg.mod +6% blight Res.pen +25% physical Acc +10 (+4 eff.) ----- def ----- Armour +4 Resists +7% physical +11% all Spell.save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
dwarven-steel plate armour of fire resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +18% fire A suit of armour made of metal plates. |
Layanor =br=1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Res.pen +10% physical Melee Ret 4 blight ----- def ----- Resists +6% blight +16% fire +2% physical +16% cold Spell.save +6 (+2 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Yverikira the Prismvein (1 def, 0 armour) =3c=2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +6 Str +3 Con ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +3 Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of the Shaloren (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Dex +2 Mag +1 Wil +2 Cun dps ---------- Acc +4 (+2 eff.) Apr +3 ----- def ----- Defense +2 (+1 eff.) Resists +10% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. It was hardened by the digestive sack. |
Neroyawyn the Icesear (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil +3 Cun dps ---------- Spell.crit +3% Mind.crit +6% Mind.pwr +15 (+5 eff.) Dmg.mod +18% cold Res.pen +25% mind +10% cold ----- def ----- Armour +3 ---------- misc Mana/turn +0.29 Max.mana +44.00 A pair of boots made of leather. |
Yvera the Sleetraider (25 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Armour +8 Defense +25 (+13 eff.) Fatigue +3% Resists +5% arcane +12% light Mind.save +6 (+2 eff.) Die.at -80.00 life HP.reg +3.00 Heal.mod +29% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Elimira' (0 def, 6 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Str +3 Wil +4 Con dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +6 Fatigue +3% Resists +12% fire Phys.save +12 (+6 eff.) Die.at -40.00 life Silence- +10% Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Poralaith (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +3 Mag +5 Wil dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+2 eff.) Melee+ 6 arcane Dmg.mod +4% arcane ----- def ----- Armour +2 Resists +3% lightning +3% arcane +3% mind HP.reg +3.00 Poison- +20% Confus- +10% ---------- misc Stam/turn +0.80 Max.stam +15.00 Unarmed combat: Power 20.5 - 22.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 arcane On Hit: 10% Nightmare 3 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Belykhad' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- S.pwr/crit +4 Melee+ 11 blight Dmg.mod +15% blight ----- def ----- Armour +2 Fatigue +3% Resists +7% blight +6% nature Mind.save +6 (+2 eff.) Max.HP +60.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.vim +50.00 Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +8 blight On Hit: 20% Soul Rot 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Shadevengeance (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +16% arcane +30% darkness Res.pen +20% darkness Melee Ret 6 blight 10 darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 31 ----- def ----- Defense +2 (+1 eff.) ---------- misc Max.mana +54.00 A pointy cloth hat, very wizardly... |
hardened leather cap 'Dairylarek' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Acc +10 (+4 eff.) Apr +2 Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +3% Phys.save +15 (+8 eff.) Die.at -40.00 life ---------- misc Max.stam +30.00 A cap made of leather. |
Veluribeth (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +8 Lck +4 Dex dps ---------- Phys.crit +3.0% Spell.crit +7% Mind.crit +5% Crit.mult +10.00% Mind.pwr +15 (+5 eff.) S.pwr/crit +10 ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
190 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Ragoromas the dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +3.0% ----- def ----- Armour +4 Defense +6 (+3 eff.) Resists +6% blight +7% physical +15% mind Phys.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Heal.mod +5% Def/telep +10 Res/telep +10% Dur/telep +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dream-smith's dwarven-steel pickaxe (dig speed 16 turns)3.0 T3 digger tool [Ego+] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +7% mind +7% fire ----- def ----- Mind.save +8 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 147% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
Salunor [power 100] (14/15 cooldown) =-40=2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Cun +3 Wil dps ---------- Dmg.mod +6% physical Acc +15 (+5 eff.) ----- def ----- Armour +2 Die.at -40.00 life Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 111 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind 'Ulfisin' [power 1] (14/25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +3% nature +3% blight Max.HP +40.00 Cut- +20% Stun/Frz- +20% Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 43. Torques are made by powerful psionics to store psionic powers. |
Gilikor the Radiancequencher [power 170] (14/15 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +15% light Res.pen +5% light ---------- misc Light +2 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 189 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. 100% to heal for 40. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 73 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
supercharged steel torque of psionic shield [power 61] (14/29 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 61 for 5 turns Puts all charms on 29 cooldown Torques are made by powerful psionics to store psionic powers. |
extending dwarven-steel torque of gale force [power 240] (14/15 cooldown)2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 266 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Xesenne [power 110] (14/15 cooldown) =3c blight=2.0 T1 wand charm [Rare] Arcane While equipped: Stats +3 Con dps ---------- Crit.mult +10.00% ----- def ----- Defense +10 (+5 eff.) Resists +9% blight +3% physical Fire a magical bolt dealing 122 cold damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Yvita the yew wand of clairvoyance [power 11] (14/15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Mind.crit +6% Dmg.mod +6% arcane ---------- misc Hate/m.crit +3.00 Max.psi +40.00 Reveal the area around you, dispelling darkness (radius 11, power 85 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By No, we must hurry! the Drem Writhing One level 26
22nd Stralite 123rd year of Ascendancy at 10:07 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By No, we must hurry! the Drem Writhing One level 12
44th Dearth 122nd year of Ascendancy at 14:07 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By No, we must hurry! the Drem Writhing One level 24
18th Stralite 123rd year of Ascendancy at 01:25 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By No, we must hurry! the Drem Writhing One level 26
26th Stralite 123rd year of Ascendancy at 15:23 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By No, we must hurry! the Drem Writhing One level 10
15th Dearth 122nd year of Ascendancy at 14:07 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By No, we must hurry! the Drem Writhing One level 20
41st Steel 123rd year of Ascendancy at 17:33 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By No, we must hurry! the Drem Writhing One level 13
23rd Loss 122nd year of Ascendancy at 13:40 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By No, we must hurry! the Drem Writhing One level 1
17th Voratun 122nd year of Ascendancy at 12:50 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By No, we must hurry! the Drem Writhing One level 12
39th Dearth 122nd year of Ascendancy at 00:10 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By No, we must hurry! the Drem Writhing One level 13
25th Loss 122nd year of Ascendancy at 23:11 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By No, we must hurry! the Drem Writhing One level 27
27th Stralite 123rd year of Ascendancy at 13:04 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By No, we must hurry! the Drem Writhing One level 17
1st Steel 123rd year of Ascendancy at 17:49 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By No, we must hurry! the Drem Writhing One level 24
19th Stralite 123rd year of Ascendancy at 16:23 see stats
Log
Worm that walks (servant of No, we must hurry!) activates Ruin.
Talent Chant of Fortitude is ready to use.
The shield around No, we must hurry! crumbles.
Talent Constrict is ready to use.
Tendrils Eruption is still on cooldown for 8 turns.
No, we must hurry! activates her Isaldavea!
A shield forms around No, we must hurry!.
A shield forms around worm that walks (servant of No, we must hurry!).
No, we must hurry! is no longer out of phase.
No, we must hurry! activates Chaos Orbs.
No, we must hurry! no longer seems to be in sync with his ally.
No, we must hurry! activates Chant of Fortitude.
Talent Rune: Reflection Shield is ready to use.
Carrion worm mass is dazed!
Resting starts...
The shield around No, we must hurry! crumbles.
Carrion worm mass is not dazed anymore.
Something hits Carrion worm mass for 159 temporal damage.
No, we must hurry! is recovering from the damage!
Rested for 2 turns (stop reason: taken damage).
Something hits Carrion worm mass for 456 temporal damage.
Something hits No, we must hurry! for 383 temporal, 372 temporal (755 total damage).
Something hits Worm that walks (servant of No, we must hurry!) for 380 temporal damage.
No, we must hurry! the level 27 drem writhing one was grandfathered to death by Zubugawyn the orc assassin on level 2 of Lost Dwarven Kingdom of Reknor.




















































































































