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: 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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 | Doomelf |
Class | Reaver |
Level / Exp | 25 / 66% |
Size | medium |
Lifes / Deaths | Killed by armoured skeleton warrior at level 25 on the 9th Regrowth 123rd year of Ascendancy at 14:45 / 2Killed by Aeroriaba the elven blood mage at level 25 on the 9th Regrowth 123rd year of Ascendancy at 14:52 |
Primary Stats
Strength | 58 (base 48) |
Dexterity | 14 (base 11) |
Constitution | 27 (base 10) |
Magic | 95 (base 55) |
Willpower | 23 (base 10) |
Cunning | 18 (base 10) |
Resources
Life | -94/777 |
Mana | 355/360 |
Vim | 285/295 |
Healing Factor | 1.4786945338482 |
Regeneration | 15.156618971944 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 4 |
See Invisible | 3 |
Offense: Mainhand
Damage | 116 |
Accuracy | 52 |
Crit Chance | 30% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | 60 |
Accuracy | 52 |
Crit Chance | 30% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 65 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Blight | +39% |
Arcane | +11% |
Physical | +3% |
All | 0% |
Offense: Damage Penetration
Blight | +12% |
Lightning | +10% |
Fire | +15% |
Defense: Base
Armour (hardiness) | 34.317011280365 (72.903125182002%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 38 |
Mental Save | 27 |
Defense: Resistances
Acid | + 14%( 70%) |
Lightning | + 40%( 70%) |
Cold | + 27%( 70%) |
Mind | + 7%( 70%) |
Arcane | + 8%( 70%) |
Fire | + 40%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 0% |
Bleed Resistance | 20% |
Confusion Resistance | 21% |
Stun Resistance | 80% |
Silence Resistance | 23% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
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 575 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 78 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 458% 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 Dexterity 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 193 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Corruption / Vim | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Corruption / Sanguisuge | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * '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.' * You've found the needed length of troll intestine. 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 xorn fragment. * You've found the needed bloated horror heart. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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.' | 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 within2 lumberjacks have died. | 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 | Rhesarim (0 def, 1 armour) Rhesarim (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spell Crit +3% Ignore Shields +30% defense ------ Armor +1 Resistance +3% lightning Crit Resistance 15.00% Silence Resist +23% Confus Resist +21% Stun Resist +20% Knockbk Resist +10% A pair of boots made of leather. |
Light source | bright alchemist's lamp of health bright alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Polildariawen (0 def, 4 armour) Polildariawen (0 def, 4 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Mindpower +15 (+6 eff.) defense ------ Armor +4 Fatigue +5% Life +40.00 Cut Resist +20% other ------- Max psi +20.00 Infravision +1 See Invisibility +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Xerevena the Firetooth (0 def, 2 armour) Xerevena the Firetooth (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +2 Dex +3 Mag +5 Wil offense ------ Physical Power +8 (+2 eff.) Spellpower +4 (+1 eff.) On-Hit 4 arcane Damage +5% arcane Ignore resists +15% fire Accuracy +10 (+3 eff.) defense ------ Armor +2 Resistance +4% arcane +9% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Velorivea the dwarven-steel pickaxe (dig speed 18 turns) Velorivea the dwarven-steel pickaxe (dig speed 18 turns)3.0 Encumbrance T3 digger tool [Random Unique] Nature/Master While equipped: Stats +7 Str +2 Cun +2 Con offense ------ Accuracy +7 (+2 eff.) Ignore Armor +3 defense ------ Fatigue -6% Physical save +7 (+3 eff.) Spell save +9 (+3 eff.) Mind save +7 (+3 eff.) Unlife -40.00 life Life +46.00 other ------- Stamina/turn +1.00 Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | gold quartz ring gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Life +54.00 Life Regen +10.00 Healmod +14% Stun Resist +30% Rings make your fingers look great! |
On fingers | gold quartz ring gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: defense ------ Resistance +14% acid +16% fire +19% lightning +18% cold Stun Resist +30% Rings make your fingers look great! |
Around neck | The Far-Hand 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: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (165). 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. |
In main hand | Vorywyn (127% power, 4 apr, blight element) Vorywyn (127% power, 4 apr, blight element)5.0 Encumbrance T3 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 127% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +6% Physical Power +8 (+2 eff.) Spellpower +19 (+5 eff.) Damage +24% blight Ignore resists +12% blight Accuracy +9 (+3 eff.) defense ------ Resistance +5% arcane Physical save +12 (+4 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | Cloudbringer the hardened leather belt Cloudbringer the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +12 Mag offense ------ Spellpower/crit +4 Damage +6% arcane Ignore resists +10% lightning defense ------ Spell save +6 (+2 eff.) other ------- Mana/turn +0.49 Max mana +51.00 A belt that goes around your waist. |
In off hand | Fulokalthomnir the ash magestaff (111% power, 3 apr, blight element) Fulokalthomnir the ash magestaff (111% power, 3 apr, blight element)5.0 Encumbrance T2 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Mag +3 Cun +4 Con offense ------ Physical Crit +8.0% Spell Crit +5% Critical power +33.00% Physical Power +16 (+3 eff.) Spellpower +12 (+3 eff.) Damage +15% blight +3% physical Accuracy +7 (+2 eff.) defense ------ Armor +5 Defense +5 (+5 eff.) other ------- Negative/turn +0.20 Vim-on-crit +4.00 Max vim +23.00 Max negative +24.00 Wards +2 blight Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Cloak | Cracklekarma the cashmere cloak (2 def, 0 armour) Cracklekarma the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Accuracy +21 (+6 eff.) defense ------ Defense +2 (+2 eff.) Fatigue -6% Resistance +6% lightning +15% fire +9% cold Life +64.00 Healmod +20% Knockbk Resist +20% other ------- Max stamina +21.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | dwarven-steel mail armour 'Betorarin' (3 def, 14 armour) dwarven-steel mail armour 'Betorarin' (3 def, 14 armour)14.0 Encumbrance T3 heavy armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +9 Mag +6 Wil +3 Cun offense ------ Physical Crit +5.0% Spell Crit +6% Mind Crit +6% Physical Power +16 (+3 eff.) Spellpower +12 (+3 eff.) Mindpower +17 (+7 eff.) defense ------ Armor +14 Defense +3 (+3 eff.) Fatigue +6% Resistance +13% lightning +7% mind Physical save +8 (+3 eff.) Mind save +13 (+6 eff.) Unlife -40.00 life A suit of armour made of mail. |
Inventory
wild infusion of the duelist (res 17%; mental; dur 3; cd 12) wild infusion of the duelist (res 17%; mental; dur 3; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 22%; mental; dur 4; cd 16) wild infusion of the duelist (res 22%; mental; dur 4; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 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 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the warrior (range 7; phase 24; cd 12) blink rune of the warrior (range 7; phase 24; cd 12)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; darkness, physical, arcane, light) Prismatic Rune (6 turns; darkness, physical, arcane, light)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 darkness, 3 physical, 3 arcane, 4 light Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the titan (damage 138; dur 4; cd 15) biting gale rune of the titan (damage 138; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] 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 direct a cone of chilling stormwind doing 138.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 37; cd 18) shatter afflictions rune of the duelist (absorb 37; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 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 37 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Xanetira Xanetira0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str offense ------ Critical power +10.00% defense ------ Resistance +3% temporal +3% light +3% blight +3% fire +9% darkness other ------- Max psi +10.00 Amulets make your neck look great! |
Sewerwedge the steel amulet Sewerwedge the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +2 Wil +5 Cun +5 Con offense ------ Move Speed +10% Damage +3% nature +6% mind When Hit 10 mind defense ------ Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +0.70 Hate-on-crit +5.00 Amulets make your neck look great! |
Choker of Dread Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +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. |
Islulle the Hellbiter Islulle the Hellbiter0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex +3 Con offense ------ Physical Power +10 (+2 eff.) Damage +9% fire Ignore resists +20% fire defense ------ Physical save +6 (+2 eff.) Unlife -40.00 life Rings make your fingers look great! |
Anokhad the Stokemarrow Anokhad the Stokemarrow0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: offense ------ Damage +11% nature Ignore resists +10% blight +25% fire Accuracy +7 (+2 eff.) Ignore Armor +9 defense ------ Defense +7 (+7 eff.) Resistance +22% nature Mind save +7 (+3 eff.) Confus Resist +21% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. 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. Rings make your fingers look great! |
Belynor Belynor0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Str +5 Dex +3 Mag +6 Cun offense ------ Critical power +5.00% Spellpower +7 (+2 eff.) Ignore resists +20% arcane Accuracy +7 (+2 eff.) defense ------ Armor +6 other ------- Vim-on-crit +1.00 Rings make your fingers look great! |
Isalaith Isalaith0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +3 Str +5 Con offense ------ Mind Crit +2% Damage +13% cold defense ------ Resistance +26% cold other ------- EQ when Hit +0.28 Infravision +2 Rings make your fingers look great! |
Vargh Redemption Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 10.49 cold and 10.80 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Moldwedge Moldwedge0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: offense ------ Damage +21% nature defense ------ Resistance +6% acid +9% temporal +36% nature +9% darkness Physical save +18 (+6 eff.) Spell save +9 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
Kor's Fall (100% power, 0 apr, blight element) Kor's Fall (100% power, 0 apr, blight element)5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 160% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.9 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 199.89 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (399). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
magewarrior's short yew bonestaff of protection (120% power, 4 apr, blight element) magewarrior's short yew bonestaff of protection (120% power, 4 apr, blight element)5.0 Encumbrance T3 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 120% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +7% Physical Power +5 (+1 eff.) Spellpower +15 (+4 eff.) Damage +20% blight Accuracy +8 (+2 eff.) defense ------ Resistance +10% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Silena the Frigidbearer (151% power, 2 apr) Silena the Frigidbearer (151% power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 151% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +4 light On-crit, radius 2 +12 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 107 damage While equipped: Stats +7 Str +7 Dex +9 Mag +9 Wil +7 Cun +9 Con offense ------ Physical Crit +13.0% Critical power +17.00% Ignore resists +10% cold Ignore Armor +12 When Hit 4 cold Massive two-handed mauls. |
Spectral Blade (130% power, 25 apr) Spectral Blade (130% power, 25 apr)0.1 Encumbrance T2 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 130% Range: 1.0x-1.6x Uses 60% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +25 Critical Rate +3.0% Attack Speed 111% On-hit +15 arcane On-crit, radius 2 +30 arcane silence While equipped: offense ------ Spellpower +5 (+1 eff.) other ------- Mana/turn +0.50 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
Colaryem (159% power, 12 apr) Colaryem (159% power, 12 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Arcane Weapon Damage 159% Range: 1.0x-1.6x Uses 50% Mag, 130% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 50% While equipped: Stats +7 Dex offense ------ Move Speed +10% Damage +7% lightning defense ------ Fatigue -12% Resistance +7% lightning other ------- Encumbrance +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Corpathus (150% power, 12 apr) Corpathus (150% power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Master/Unknown Weapon Damage 150% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +6.0% Attack Speed 100% On-hit +18 draining blight On Critical: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Critical power +4.00% Damage +5% blight defense ------ Cut Resist -25% other ------- Max vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
elemental stralite longsword of vileness (140% power, 5 apr) elemental stralite longsword of vileness (140% power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego+] Arcane Weapon Damage 140% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +11 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 30 * Create an explosion dealing 107 fire damage (1/turn) While equipped: offense ------ Damage +17% fire Ignore resists +13% fire Sharp, long, and deadly. |
Skullcleaver (120% power, 4 apr) Skullcleaver (120% power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 120% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
flaming stralite waraxe of massacre (146% power, 5 apr) flaming stralite waraxe of massacre (146% power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 146% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-Hit, radius 1 +17 fire One-handed war axes. |
steel dagger 'Elytira' (120% power, 6 apr) steel dagger 'Elytira' (120% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Nature/Master/Psionic Weapon Damage 120% Range: 1.0x-1.3x Uses 50% Str, 50% Mag, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +6 Con +7 Wil offense ------ On-Hit (Melee): * 10% chance to slow global speed by 51% defense ------ Resistance +6% lightning +3% cold +6% temporal Spell save +3 (+1 eff.) Life +22.00 Sharp, short and deadly. |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 50% Mag, 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+11 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
caustic stralite dagger (135% power, 9 apr) caustic stralite dagger (135% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature Weapon Damage 135% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +22 acid +15 nature While equipped: offense ------ Ignore resists +17% acid +14% nature Ignore Armor +5 Sharp, short and deadly. |
stralite dagger of projection (139% power, 9 apr) stralite dagger of projection (139% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego+] Psionic Weapon Damage 139% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
ranger's elven-wood longbow of fire ranger's elven-wood longbow of fire4.0 Encumbrance T4 longbow 2H weapon Reqs Dex 35 [Ego] Arcane/Master Weapon Damage 65% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +12 fire While equipped: Stats +5 Dex offense ------ Damage +12% fire Longbows are used to shoot arrows at your foes. |
Ce'Nolranne the Frigidwrack (19/19, 138% power, 10 apr) Ce'Nolranne the Frigidwrack (19/19, 138% power, 10 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Rare] Psionic Weapon Damage 138% Range: 1.0x-1.4x Uses 50% Str, 50% Mag, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 19 On-ranged-hit +20 cold +20 mind +17 darkness Damage Against +20% Living On-crit, radius 2 +12 arcane +20 cold On Hit: * 20% chance to reduce all saves and defense by 24 Arrows are used with bows to pierce your foes to death. |
stralite shield (0 def, 8 armour, 136 block) stralite shield (0 def, 8 armour, 136 block)7.0 Encumbrance T4 shield armor [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +8 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+9 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Worm Nest (0 def, 0 armour) Worm Nest (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+4 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 15 out of 20/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 25%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+4 eff.) Ranged Defense +8 (+8 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Xanyrin (3 def, 15 armour) Xanyrin (3 def, 15 armour)14.0 Encumbrance T3 heavy armor [Random Unique] Arcane/Master While equipped: Stats +8 Con offense ------ Damage +12% blight Ignore resists +10% blight defense ------ Armor +15 Defense +3 (+3 eff.) Fatigue +20% Resistance +31% lightning +8% physical -13% light +18% fire +7% cold +7% acid +8% darkness Physical save +5 (+2 eff.) Spell save +7 (+3 eff.) Mind save +7 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A suit of armour made of mail. |
Shinebrand (0 def, 11 armour) Shinebrand (0 def, 11 armour)17.0 Encumbrance T3 massive armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con offense ------ Damage +3% light +6% fire defense ------ Armor +11 Fatigue +22% Resistance +9% light +24% fire Life +41.00 Life Regen +4.60 other ------- Stamina/turn +1.40 Light +3 A suit of armour made of metal plates. |
Porasetha the rough leather belt Porasetha the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Str +3 Wil offense ------ Physical Power +3 (+1 eff.) Mindpower +15 (+6 eff.) Ignore resists +20% mind defense ------ Spell save +6 (+2 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Size +1 A belt that goes around your waist. |
Ivubeth the Strikespike Ivubeth the Strikespike1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +30% lightning defense ------ Resistance +18% lightning +8% temporal +5% arcane +6% blight A belt that goes around your waist. |
Harekor (17 def, 0 armour) Harekor (17 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Ignore resists +5% acid +15% temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +17 (+12 eff.) Physical save +6 (+2 eff.) Unlife -60.00 life other ------- Max stamina +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Barkhash' (1 def, 0 armour) linen cloak 'Barkhash' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con offense ------ Damage +6% blight Ignore resists +15% arcane On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Defense +1 (+1 eff.) Resistance +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Zubivea' (8 def, 0 armour) cashmere cloak 'Zubivea' (8 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +5 Str +2 Cun +4 Con defense ------ Defense +8 (+8 eff.) Resistance +16% light +13% fire +5% arcane +6% darkness Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Darkwrest the pair of iron boots (0 def, 3 armour) Darkwrest the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +2 Con offense ------ Spell Crit +1% Move Speed +10% Damage +3% blight Ignore resists +10% darkness defense ------ Armor +3 Fatigue -2% Life +32.00 other ------- Stamina/turn +0.20 Max mana +40.00 See Invisibility +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tarrerin the Stormimmortal (0 def, 2 armour) Tarrerin the Stormimmortal (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +5 Dex offense ------ On-Hit 5 fire Damage +5% fire Ignore resists +5% acid Accuracy +23 (+7 eff.) When Hit 6 lightning defense ------ Armor +2 Resistance +6% acid +6% fire 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. |
Voreda the hardened leather gloves (0 def, 2 armour) Voreda the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +7 Str +1 Con offense ------ Physical Power +7 (+2 eff.) On-Hit 6 acid 8 cold Damage +5% acid +4% cold When Hit 4 blight defense ------ Armor +2 Resistance +5% acid +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil offense ------ Spellpower +8 (+2 eff.) Mindpower +8 (+4 eff.) defense ------ Defense +1 (+1 eff.) Resistance +10% temporal +10% physical Anomaly Control +5 other ------- Masteries +0.20 Chronomancy/Timetravel Wormhole: Effective talent level: 1.0 Power cost 15 out of 15/15. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Barigochak (0 def, 4 armour) Barigochak (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str +1 Mag +5 Con offense ------ Critical power +10.00% defense ------ Armor +4 Fatigue +4% Resistance +7% fire +8% cold other ------- Infravision +1 See Invisibility +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
brass lantern 'Glittercrypt' brass lantern 'Glittercrypt'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +6% mind +6% light Ignore resists +10% light On-Hit (Melee): * 10% chance to slow global speed by 51% defense ------ Armor +8 Physical save +3 (+1 eff.) Life +20.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
iron pickaxe 'Poroyawen' (dig speed 29 turns) iron pickaxe 'Poroyawen' (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Mag offense ------ Accuracy +5 (+1 eff.) Ignore Armor +7 defense ------ Resistance +3% physical other ------- Stamina/turn +2.00 Infravision +3 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+5 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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 Annulment (1/1) Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) 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. |
steel torque of psionic shield [power 49] (25 cooldown) steel torque of psionic shield [power 49] (25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Ulfagund the Aironslaught [power 206] (15 cooldown) Ulfagund the Aironslaught [power 206] (15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +2 Cun +3 Wil offense ------ Mind Crit +6% defense ------ Resistance +6% lightning other ------- Psi when Hit +0.08 Hate-on-crit +2.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 41 lightning damage and will be dazed for 1 turn (206 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
innervating yew wand of lightning storm [power 266] (15 cooldown) innervating yew wand of lightning storm [power 266] (15 cooldown)2.0 Encumbrance T3 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 53 lightning damage and will be dazed for 1 turn (266 total damage) Puts all charms on 15 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick yew wand of shielding [power 206] (15 cooldown) quick yew wand of shielding [power 206] (15 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen 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
By Benny the Doomelf Reaver level 10
59th Dusk 122nd year of Ascendancy at 19:17 see stats
By Benny the Doomelf Reaver level 23
2nd Regrowth 123rd year of Ascendancy at 08:24 see stats
By Benny the Doomelf Reaver level 6
77th Pyre 122nd year of Ascendancy at 14:21 see stats
By Benny the Doomelf Reaver level 10
3rd Mirth 122nd year of Ascendancy at 03:53 see stats
By Benny the Doomelf Reaver level 20
33rd Haze 122nd year of Ascendancy at 01:00 see stats
By Benny the Doomelf Reaver level 25
5th Regrowth 123rd year of Ascendancy at 19:25 see stats
By Benny the Doomelf Reaver level 21
64th Haze 122nd year of Ascendancy at 22:13 see stats
By Benny the Doomelf Reaver level 22
10th Allure 123rd year of Ascendancy at 00:33 see stats
By Benny the Doomelf Reaver level 10
4th Mirth 122nd year of Ascendancy at 03:37 see stats
By Benny the Doomelf Reaver level 10
5th Mirth 122nd year of Ascendancy at 19:46 see stats
By Benny the Doomelf Reaver level 24
3rd Regrowth 123rd year of Ascendancy at 10:19 see stats
By Benny the Doomelf Reaver level 16
13rd Haze 122nd year of Ascendancy at 01:21 see stats
By Benny the Doomelf Reaver level 25
9th Regrowth 123rd year of Ascendancy at 14:45 see stats
Log
Benny performs a melee critical strike against Aeroriaba the elven blood mage!
Aeroriaba the elven blood mage vanishes from sight.
Aeroriaba the elven blood mage deactivates Secrets of the Eternals.
Benny's spell attains critical power!
Armoured skeleton warrior is afflicted by a decrepitude disease!
Benny performs a melee critical strike against Aeroriaba the elven blood mage!
Blood Splash hits Benny for 14 healing, 14 healing (0 total damage) [30 healing].
Decrepitude Disease from Benny hits Armoured skeleton warrior for (41 absorbed), 17 blight (18 total damage).
Weakness Disease from Benny hits Armoured skeleton warrior for (38 absorbed), 16 blight (17 total damage).
Acid Splash from Benny hits Armoured skeleton warrior for (10 absorbed), 4 acid (5 total damage).
Bone Spike hits Aeroriaba the elven blood mage for (9 to minion: armoured skeleton warrior), 15 physical (15 total damage).
Bone Spike hits Armoured skeleton warrior for (13 absorbed), 5 physical, (20 absorbed) (6 total damage).
Benny hits Armoured skeleton warrior for (60 absorbed), (4 absorbed) (0 total damage).
Benny hits Aeroriaba the elven blood mage for (101 to minion: armoured skeleton warrior), 154 physical, (2 to minion: armoured skeleton warrior), 3 arcane, (26 to minion: armoured skeleton warrior), 40 physical, (2 to minion: armoured skeleton warrior), 3 arcane, (28 to minion: armoured skeleton warrior), 43 blight, (2 to minion: armoured skeleton warrior), 3 arcane, (26 to minion: armoured skeleton warrior), 39 blight, (2 to minion: armoured skeleton warrior), 3 arcane (292 total damage).
Talent Soul Rot is ready to use.
Talent Epidemic is ready to use.
Aeroriaba the elven blood mage casts Blood Grasp.
Aeroriaba the elven blood mage receives 53 healing from Aeroriaba the elven blood mage's Blood Grasp.
Aeroriaba the elven blood mage's Blood Grasp hits Benny for 252 blight damage.
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Benny casts Soul Rot.
The shield around armoured skeleton warrior crumbles.
The diseases of Benny spread!
Aeroriaba the elven blood mage casts Drain.
Aeroriaba the elven blood mage hits Benny for 289 blight damage.
Bone Spike hits Aeroriaba the elven blood mage for (10 to minion: armoured skeleton warrior), 15 physical (15 total damage).
Bone Spike hits Armoured skeleton warrior for 19 physical damage.
Benny hits Armoured skeleton warrior for (51 absorbed), (4 absorbed), (7 absorbed) (0 total damage).
Benny hits Aeroriaba the elven blood mage for (24 to minion: armoured skeleton warrior), 37 blight, (2 to minion: armoured skeleton warrior), 3 arcane, (15 to minion: armoured skeleton warrior), 22 blight, (2 to minion: armoured skeleton warrior), 3 arcane (67 total damage).
Benny the level 25 doomelf reaver was debilitated by noxious blight before falling to death by Aeroriaba the elven blood mage on level 1 of Dark crypt.