











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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.
ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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. 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:
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! Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Anorithil |
| Level / Exp | 35 / 8% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 23 on the 42nd Steel 123rd year of Ascendancy at 01:20 / 2Killed by Xanuseta the umbral horror at level 35 on the 13rd Dearth 123rd year of Ascendancy at 22:35 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 20 (base 10) |
| Constitution | 41 (base 24) |
| Magic | 86 (base 60) |
| Willpower | 36 (base 10) |
| Cunning | 82 (base 60) |
Resources
| Life | -212/944 |
| Mana | 352/492 |
| Negative | 122/152 |
| Positive | 122/152 |
| Healing Factor | 1.2681403954777 |
| Regeneration | 10.462158262691 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.6645352591004E-13% |
| Spell | -1.1102230246252E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 4 |
| See Stealth | 1.7763568394003E-15 |
| See Invisible | 22 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 21 |
| Crit Chance | 35% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 69% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Light | +116% |
| Temporal | +6% |
| Darkness | +14% |
| Mind | +27% |
| Fire | 0% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Darkness | 0% |
| Light | +50% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 9 (35.65183292883%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 58 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Blight | + 31%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 24%( 70%) |
| All | + 16%( 70%) |
| Lightning | + 23%( 70%) |
| Light | + 46%( 70%) |
| Temporal | + 21%( 70%) |
| Darkness | + 45%( 70%) |
| Fire | + 24%( 70%) |
| Mind | + 25%( 70%) |
Defense: Immunities
| Pinning Resistance | 17% |
| Confusion Resistance | 81% |
| Disarm Resistance | 10% |
| Stun Resistance | 29% |
| Instadeath Resistance | 100% |
| Blind Resistance | 60% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 14 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 530 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: 11 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 128 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 218 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 755% 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Celestial / Circles | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Celestial / Star fury | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | Improves/gives invisibility (power 21), reducing damage dealt by 40%. Invisibility |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by arcane amplification drone. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the lone alchemist from death by dragonsfire trap. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 61% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | Daimarath the Darkroar1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +3 Cun +4 Con offense ------ Mindpower +15 (+5 eff.) Damage +18% mind Ignore resists +25% light On-Hit (Melee): * 20% chance to reduce damage dealt by 23% defense ------ Resistance +11% blight Life Regen +5.00 other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +10 Mag +10 Wil +10 Con offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +60% Confus Resist +60% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| Tool | Glowpython the iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +1 Str offense ------ Damage +30% light +6% temporal When Hit 4 temporal other ------- Spell cooldown 10% Light +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Dayseam0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +10% acid +21% light Ignore resists +25% light defense ------ Resistance +20% acid +5% arcane Rings make your fingers look great! |
| On fingers | stralite quartz ring0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +7 Wil offense ------ Spellpower +9 (+2 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
| Around waist | hardened leather belt 'Torchwarden'1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: Stats +9 Dex +8 Cun +7 Lck offense ------ Physical Crit +7.0% Mind Crit +8% Damage +9% mind When Hit 10 mind 4 fire On-Hit (Melee): * 10% chance to reduce all saves and defense by 28 defense ------ Stealth +7 Life +37.00 other ------- Disarm Traps +11 Infravision +3 A belt that goes around your waist. |
| In main hand | Glorinor the elven-wood magestaff (129% power, 5 apr, light element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +58.00% Spellpower +22 (+5 eff.) On-Hit 34 fire Damage +25% light defense ------ Resistance +6% darkness +6% temporal Physical save +5 (+2 eff.) Spell save +6 (+2 eff.) Mind save +5 (+1 eff.) Disarm Resist +10% other ------- See Invisibility +22 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves of the nighthunter (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Psionic While equipped: Stats +2 Cun offense ------ Accuracy +6 (+3 eff.) defense ------ Armor +2 Resistance +10% darkness other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.4 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Arysevena the cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Arcane While equipped: Stats +3 Cun +1 Str offense ------ Spell Crit +7% Spellpower +7 (+1 eff.) Damage +30% light +14% darkness Ignore resists +15% physical On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +8% lightning +8% darkness +9% cold +7% blight +9% fire +36% light +11% all Physical save +12 (+4 eff.) Spell save +26 (+7 eff.) Mind save +13 (+4 eff.) Unlife -60.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | spellcowled cashmere cloak of sorcery (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane While equipped: Stats +7 Mag +6 Wil offense ------ Spell Crit +5% defense ------ Defense +2 (+1 eff.) Spell save +8 (+3 eff.) other ------- Max mana +58.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% mind Confus Resist +21% Amulets make your neck look great! |
Inventory
wild infusion of the warrior (res 18%; mental; dur 4; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
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. |
acid wave rune (damage 56; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 56.10 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 sneak (absorb 379; dur 5; 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 379 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 551; dur 4; 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 create a protective shield absorbing at most 551 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 34; blocks 6; dur 4; 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 34 up to 6 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 37; blocks 5; dur 4; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 37 up to 5 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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 (+4 eff.) Mind save -7 (-3 eff.) Life +20.00 Try to not die... 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. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+7 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. |
protective steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 defense ------ Armor +5 Defense +6 (+3 eff.) Max Resistance +3% all Physical save +10 (+4 eff.) other ------- Mana/turn +0.20 Max mana +25.00 Amulets make your neck look great! |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 27 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (161). 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. |
stabilizing gold amulet of the eclipse0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Nature While equipped: offense ------ On-Hit 5 light 7 darkness Damage +5% light +7% darkness When Hit: * 7% chance to reduce damage dealt by 23% * 7% chance to blind defense ------ Resistance +14% temporal Pinning Resist +20% Knockbk Resist +32% Amulets make your neck look great! |
Morningjeer the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +11% darkness Ignore resists +5% light +15% blight When Hit 2 light defense ------ Resistance +3% blight +22% darkness +3% light other ------- Light +3 Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+2 eff.) Rings make your fingers look great! |
Barogotir the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% lightning On-Hit (Melee): * 20% chance to slow global speed by 55% * 20 arcane resource burn defense ------ Resistance +33% lightning +12% cold +3% blight Rings make your fingers look great! |
Gunokalthomnir the Shadebiter0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Str offense ------ Damage +13% cold On-Hit (Melee): * 20% chance to slow global speed by 55% defense ------ Armor +6 Defense +6 (+3 eff.) Resistance +26% cold +3% nature +6% darkness Rings make your fingers look great! |
Hathydin the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% nature On-Hit (Melee): * 20% chance to reduce armor by 38% defense ------ Resistance +28% nature +2% physical Mind save +6 (+2 eff.) Disease Resist +20% Disarm Resist +20% Stun Resist +20% Rings make your fingers look great! |
rogue's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+2 eff.) Life Regen +3.00 Stun Resist +25% Rings make your fingers look great! |
steel ring 'Ce'Nyrata'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +5 Dex +4 Cun +6 Con offense ------ Physical Power +11 (+5 eff.) Accuracy +5 (+2 eff.) defense ------ Resistance +2% physical Silence Resist +22% other ------- Mana/turn +0.11 Rings make your fingers look great! |
Brightbreacher the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Cun +4 Mag offense ------ Physical Power +7 (+3 eff.) Spellpower +16 (+4 eff.) Mindpower +10 (+3 eff.) Ignore resists +10% blight defense ------ Defense +8 (+4 eff.) Resistance +6% fire other ------- Mana/turn +0.16 Max mana +40.00 Rings make your fingers look great! |
Isiba the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +4 Mag +11 Cun offense ------ Mind Crit +3% Spellpower +11 (+2 eff.) Mindpower +15 (+5 eff.) Accuracy +10 (+5 eff.) On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 29 defense ------ Fatigue -6% other ------- Encumbrance +23 Hate-on-crit +4.00 Rings make your fingers look great! |
mule's gold ring of power0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +7 (+3 eff.) Spellpower +7 (+1 eff.) Mindpower +7 (+2 eff.) defense ------ Fatigue -4% other ------- Encumbrance +28 Rings make your fingers look great! |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
stralite quartz ring0.1 Encumbrance T4 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Mindpower +12 (+4 eff.) defense ------ Resistance +14% acid +11% fire +20% lightning +14% cold Stun Resist +30% Rings make your fingers look great! |
Gravitational Staff (136% power, 8 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Gravity pin Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +8 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +25 (+6 eff.) Damage +20% physical +10% temporal defense ------ Resistance +15% physical other ------- Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Effective talent level: 3.0 Power cost 14 out of 14/14. Range 6 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 58.25 physical (gravity) damage. Each target moved beyond the first increases the damage by 7.28 (up to a maximum of 29.12 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
lifebinding yew starstaff of protection (120% power, 4 apr, light element)5.0 Encumbrance T3 staff 2H weapon [Ego++] Arcane/Nature Weapon Damage 120% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +3% Spellpower +14 (+3 eff.) Damage +20% light defense ------ Resistance +10% light Life Regen +0.60 Healmod +17% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced stralite greatsword of massacre (174% power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego] Master Weapon Damage 174% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Accuracy +17 (+8 eff.) defense ------ Defense +16 (+8 eff.) Disarm Resist +42% Massive two-handed swords. |
truestriking stralite greatsword of amnesia (161% power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego++] Master/Psionic Weapon Damage 161% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: offense ------ Ignore resists +13% physical Accuracy +14 (+7 eff.) Ignore Armor +7 Massive two-handed swords. |
Acera (140% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 40 [Unique] Arcane/Master Weapon Damage 140% Range: 1.0x-1.4x Uses 100% Str Damage Acid Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +40 corrosive acid While equipped: offense ------ Physical Crit +10.0% Spell Crit +10% Damage +20% acid Ignore resists +20% acid defense ------ Resistance +15% acid Corrosive Worm: Effective talent level: 4.0 Power cost 30 out of 30/30. Range 10 Cooldown: 11 Travel.spd instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 42 acid damage in a 4 radius ball. This damage will increase by 30% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
dwarven-steel waraxe of rage (116% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master Weapon Damage 116% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +7 Str offense ------ Damage +9% physical Accuracy +5 (+2 eff.) One-handed war axes. |
Treeslicer the steel dagger (108% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Nature Weapon Damage 108% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +16 nature On Hit: * 10% chance to reduce armor by 38% While equipped: Stats +6 Str +5 Dex +6 Mag +5 Wil +6 Cun +8 Con offense ------ Damage +9% acid defense ------ Resistance +12% nature other ------- Infravision +2 Sharp, short and deadly. |
Great Caller (100% power, 18 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature Weapon Damage 100% Range: 1.0x-1.1x Uses 30% Wil, 50% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +6% Mindpower +12 (+4 eff.) Damage +8% physical +8% cold +8% fire defense ------ Heal-on-summon +30 other ------- Max Summons +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
thorny mindstar 'Deepsobeisance' (93% power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 93% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature 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: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Spellpower/crit +4 Damage +3% darkness Ignore resists +25% darkness Ignore Shields +20% defense ------ Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +8 (+2 eff.) Life +19.00 Life Regen +1.10 other ------- EQ when Hit +0.80 Max psi +28.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
flaming stralite steamsaw of resistance (65% power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon Reqs Str 35 Steam Pool [Ego+] Nature/Steamtech Weapon Damage 134% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +69 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 5 fire When Hit 10 fire defense ------ Armor +5 Defense +8 (+4 eff.) Fatigue +10% Resistance +8% acid +9% fire +9% lightning +8% cold other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
shocking voratun steamsaw of rage (149% power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego+] Nature/Master/Steamtech Weapon Damage 149% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +99 Uses 1.0 Steam While equipped: Stats +5 Str offense ------ On-Hit 15 lightning Damage +9% physical Accuracy +13 (+6 eff.) When Hit 9 lightning defense ------ Armor +6 Defense +10 (+5 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
hardened leather sling 'Ulfatorogen'4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 [Random Unique] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 Projectile Speed +200% On-ranged-hit +4 temporal On-crit, radius 2 +13 acid +5 nature While equipped: Stats +7 Wil +4 Cun +10 Con offense ------ Mind Crit +4% Combat Speed +10% Damage +3% mind Ignore resists +8% acid +10% nature Ignore Armor +7 On-Hit (Ranged): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Life +32.00 other ------- Hate-on-crit +1.00 Slings are used to hurl stones or metal shots at your foes. |
slimy silk robe of corrosion (+25%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +17% acid When Hit: * 5% chance to slow global speed by 55% * 6 arcane resource burn defense ------ Resistance +25% acid +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arurehor the Duskbrand (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Rare] Nature While equipped: offense ------ Damage +30% acid +6% darkness Ignore resists +10% darkness When Hit 10 acid On-Hit (Melee): * 20% chance to reduce damage dealt by 23% defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Life +35.00 A suit of armour made of mail. |
rejuvenating stralite mail armour of command (13 def, 17 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Nature/Psionic While equipped: Stats +1 Cun defense ------ Armor +17 Defense +13 (+6 eff.) Fatigue +12% Mind save +11 (+3 eff.) Life Regen +3.20 other ------- Stamina/turn +1.10 A suit of armour made of mail. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Destala's Scales (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun offense ------ Mindpower +6 (+2 eff.) Damage +15% acid Ignore resists +10% acid defense ------ Defense +10 (+5 eff.) other ------- Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray level 2 Dissolve: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 41% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
blood-soaked pair of hardened leather boots of strife (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Master/Psionic While equipped: Stats +4 Con +4 Wil offense ------ Physical Crit +5.0% Physical Power +4 (+2 eff.) Mindpower +3 (+1 eff.) Ignore resists +6% physical Ignore Armor +5 defense ------ Armor +3 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 123% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 6 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Cyreldaba the Cracklespawn (35 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Critical power +10.00% Physical Power +5 (+2 eff.) Damage +6% lightning +6% nature Accuracy +20 (+10 eff.) defense ------ Armor +4 Defense +35 (+16 eff.) Fatigue +3% Resistance +3% physical Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gluwe the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +3 Cun +3 Dex offense ------ Physical Crit +5.0% Physical Power +4 (+2 eff.) Damage +18% acid +6% blight Ignore Armor +5 When Hit 4 acid On-Hit (Melee): * 20% chance to reduce armor by 38% defense ------ Armor +4 Fatigue -3% Physical save +8 (+3 eff.) other ------- Encumbrance +31 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 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 143% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
drakeskin leather gloves 'Woerock' (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Nature/Psionic While equipped: offense ------ Spell Crit +9% Spellpower +14 (+3 eff.) On-Hit 5 cold Damage +7% cold +6% light +3% darkness Ignore resists +5% darkness +20% light defense ------ Armor +3 Resistance +3% darkness +7% cold Life Regen +10.00 other ------- Stamina/turn +1.50 Mana/turn +0.26 Max stamina +16.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of regeneration (0 def, 7 armour)1.0 Encumbrance T4 hands armor [Ego++] Nature/Master While equipped: defense ------ Armor +7 Mind save +9 (+3 eff.) Life +55.00 Life Regen +2.30 other ------- Stamina/turn +0.60 Psi/turn +0.26 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. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+3 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
augmenting cashmere wizard hat of time (+13%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: offense ------ Damage +3% acid +13% temporal +5% lightning +5% fire +4% arcane +8% cold defense ------ Defense +2 (+1 eff.) Resistance +13% temporal A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Armihek' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +11 Str +4 Dex +2 Mag +2 Con offense ------ Damage +16% cold When Hit 4 acid On-Hit (Melee): * 20% chance to reduce armor by 38% defense ------ Defense +2 (+1 eff.) Resistance +24% cold Crit Resistance 15.00% A pointy cloth hat, very wizardly... |
Emiyavea the Glitterwend (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +7 Dex +1 Con offense ------ Damage +9% light When Hit 6 light defense ------ Armor +1 Fatigue +1% Resistance +2% physical A cap made of leather. |
prismatic hardened leather cap of dexterity (+4) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +4 Dex defense ------ Armor +3 Fatigue +3% Resistance +12% light +10% darkness A cap made of leather. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 136% 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 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. |
extending steel torque of clear mind [power 2] (25 cooldown)2.0 Encumbrance T2 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Iseth [power 242] (15 cooldown)2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ Critical power +5.00% When Hit 2 arcane defense ------ Spell save +12 (+4 eff.) other ------- Mana/turn +0.04 Vim-on-crit +1.00 Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Arrevon the Dwarf Anorithil level 30
40th Stralite 123rd year of Ascendancy at 22:58 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Arrevon the Dwarf Anorithil level 11
25th Loss 122nd year of Ascendancy at 09:04 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Arrevon the Dwarf Anorithil level 31
12nd Profit 123rd year of Ascendancy at 10:19 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Arrevon the Dwarf Anorithil level 24
43rd Steel 123rd year of Ascendancy at 22:59 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Arrevon the Dwarf Anorithil level 33
1st Wealth 123rd year of Ascendancy at 16:06 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Arrevon the Dwarf Anorithil level 10
32nd Dearth 122nd year of Ascendancy at 18:27 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Arrevon the Dwarf Anorithil level 20
20th Iron 123rd year of Ascendancy at 12:48 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Arrevon the Dwarf Anorithil level 30
40th Stralite 123rd year of Ascendancy at 17:13 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Arrevon the Dwarf Anorithil level 29
15th Stralite 123rd year of Ascendancy at 11:09 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Arrevon the Dwarf Anorithil level 32
34th Profit 123rd year of Ascendancy at 12:14 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Arrevon the Dwarf Anorithil level 30
10th Profit 123rd year of Ascendancy at 10:39 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Arrevon the Dwarf Anorithil level 20
23rd Iron 123rd year of Ascendancy at 16:03 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Arrevon the Dwarf Anorithil level 6
19th Voratun 122nd year of Ascendancy at 14:51 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Arrevon the Dwarf Anorithil level 6
27th Dearth 122nd year of Ascendancy at 16:27 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Arrevon the Dwarf Anorithil level 6
26th Dearth 122nd year of Ascendancy at 11:10 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Arrevon the Dwarf Anorithil level 25
7th Gold 123rd year of Ascendancy at 22:19 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Arrevon the Dwarf Anorithil level 18
11st Iron 123rd year of Ascendancy at 16:06 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Arrevon the Dwarf Anorithil level 23
42nd Steel 123rd year of Ascendancy at 01:20 see stats
Log
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Arrevon casts Sunburst.
Arrevon's spell attains critical power!
Arrevon hits Copperhead snake for 1173 light damage.
Arrevon killed Copperhead snake!
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Resting starts...
The shield around Arrevon crumbles.
Talent Rune: Reflection Shield is ready to use.
Talent Sunburst is ready to use.
Rested for 59 turns (stop reason: all resources and life at maximum).
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Arrevon picks up (z.): lifebinding yew starstaff of protection (120% power, 4 apr, light element).
Eldritch eye summons a 3-headed hydra!
Something performs a melee critical strike against Arrevon!
Ran for 33 turns (stop reason: taken damage).
Arrevon casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Something performs a melee critical strike against Arrevon!
Arrevon is cut deeply.
Something hits Arrevon for 374 physical, 2 darkness, 17 lightning, 13 cold, 398 physical, 2 darkness, 2 darkness (813 total damage).
Xanuseta the umbral horror uses Flurry.
Xanuseta the umbral horror performs a melee critical strike against Arrevon!
Xanuseta the umbral horror performs a melee critical strike against Arrevon!
Xanuseta the umbral horror performs a melee critical strike against Arrevon!
Melee retaliation hits Xanuseta the umbral horror for 2 temporal, 45 light, 3 fire, 4 mind, 3 darkness, 2 temporal, 45 light, 3 fire, 4 mind, 3 darkness, 2 temporal, 45 light, 3 fire, 4 mind, 3 darkness, 2 temporal, 45 light, 3 fire, 8 mind, 3 darkness, 2 temporal, 45 light, 3 fire, 4 mind, 3 darkness, 2 temporal, 45 light, 3 fire, 4 mind, 3 darkness (360 total damage).
Xanuseta the umbral horror hits Arrevon for 188 physical, 2 darkness, 17 lightning, 13 cold, 120 physical (344 total damage).
Arrevon the level 35 dwarf anorithil was raked to death by Xanuseta the umbral horror on level 3 of Lake of Nur.
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Arrevon vanishes from sight.













































































































