










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 | Skeleton |
Class | Shadowblade |
Level / Exp | 39 / 89% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 85 (base 60) |
Constitution | 21 (base 10) |
Magic | 80 (base 60) |
Willpower | 21 (base 10) |
Cunning | 62 (base 39) |
Resources
Life | 920/920 |
Mana | 179/179 |
Stamina | 254/254 |
Healing Factor | 1.2148044672219 |
Regeneration | 23.092734287113 |
Speed
Mental | +12.29489350873% |
Attack | 0% |
Movement | +10% |
Spell | +12.29489350873% |
Global | +122.80603890495% |
Vision
Sight | 10 |
Lite | -988 |
Infravision | 5 |
See Stealth | 46.889385242605 |
See Invisible | 49.889385242605 |
Stealth | 36 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 72 |
Accuracy | 68 |
Crit Chance | 41% |
APR | 23 |
Speed | 0.89 |
Offense: Offhand
Damage | 39 |
Accuracy | 68 |
Crit Chance | 31% |
APR | 21 |
Speed | 0.89 |
Offense: Spell
Spellpower | 62 |
Crit Chance | 21% |
Speed | 0.89051244340176 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Blight | +17% |
Arcane | +17% |
All | +8% |
Lightning | +20% |
Light | +17% |
Darkness | +46% |
Fire | +14% |
Nature | +38% |
Offense: Damage Penetration
Darkness | +50% |
Temporal | +45% |
Acid | +45% |
Fire | +45% |
All | +25% |
Defense: Base
Armour (hardiness) | 43 (40.65183292883%) |
Defense | 83 |
Ranged Defense | 83 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 39 |
Mental Save | 29 |
Defense: Resistances
Nature | + 8%( 70%) |
Darkness | + 11%( 70%) |
Light | + 22%( 70%) |
Temporal | + 23%( 70%) |
Blight | + 15%( 70%) |
Cold | + 28%( 70%) |
Fire | + 15%( 70%) |
All | + 5%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 25% |
Bleed Resistance | 100% |
Confusion Resistance | 81% |
Fear Resistance | 100% |
Stun Resistance | 87% |
Poison Resistance | 100% |
Blind Resistance | 33% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Acid WaveUse 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 unleash a cone dealing 247.53 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 55 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. |
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 500 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (89% 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
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Duelist | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Technique / Dual techniques | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Undead / Skeleton | 1.10 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Phantasmal Shield |
talent | Shadow Feed |
talent | Shadow Combat |
talent | Stealth |
talent | Premonition |
talent | Trained Reactions |
talent | Essence of Speed |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 7.3 and stamina regeneration by 2.2. Soothing Darkness |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | Parrying melee and ranged attacks: Has a 50% chance to deflect up to 16 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost defiler from death by skeleton magus. Escort: lost defiler (level 2 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by ghoulking. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by Reyadise. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 466. | 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 arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed pouch of faeros ash. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of elder vampire blood. * You've found the needed storm wyrm claw. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed electric eel tail. * You've found the needed pouch of bone giant dust. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed vial of fire wyrm saliva. * You've found the needed faerlhing fang. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | ![]() 2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: defense ------ Armor +3 Defense +5 (+1 eff.) Silence Resist +25% Confus Resist +26% Stun Resist +28% Evasion: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.9 Power cost 26 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 34% chance to evade melee and ranged attacks and 40 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T3 lite [Random Unique] Arcane/Master While equipped: offense ------ Damage +9% light +6% fire Ignore resists +20% fire defense ------ Resistance +7% cold +7% temporal Blind Resist +33% Confus Resist +19% Out-of-Phase Defense +13 Out-of-Phase Resistance +16% Out-of-Phase Resilience +20% other ------- Light +15 See Stealth +10 See Invisibility +13 Track: Puts all charms on 34 turn cooldown Effective talent level: 4.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Spellpower +20 (+5 eff.) Damage +9% blight +9% arcane Ignore Shields +20% defense ------ Armor +2 Life Regen +3.00 other ------- Stamina/turn +1.00 Max mana +80.00 Max stamina +18.00 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. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% acid +6% darkness Ignore resists +20% acid On-Hit (Melee): * 20% chance to reduce armor by 39% * 10% chance to reduce damage dealt by 20% defense ------ Resistance +6% darkness Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 113 physical damage Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Con offense ------ Physical Power +13 (+5 eff.) Spellpower +13 (+4 eff.) Mindpower +10 (+4 eff.) Damage +12% lightning +8% all When Hit 4 lightning defense ------ Resistance +3% nature +9% light Spell save +23 (+8 eff.) Mind save +9 (+4 eff.) Confus Resist +36% Stun Resist +30% other ------- Max stamina +25.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +6 Cun offense ------ Damage +12% darkness Ignore resists +25% darkness +20% temporal On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Defense +12 (+3 eff.) Resistance +9% light +6% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +3 Cun +4 Con offense ------ Spellpower/crit +3 Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.40 Mana/turn +0.13 Max mana +24.00 Amulets make your neck look great! |
In main hand | ![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 150% Range: 1.0x-1.3x Uses 35% Dex, 64% Cun Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite level 3 On Critical: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex offense ------ Damage +30% nature +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego++] Arcane While equipped: Stats +6 Wil +13 Mag offense ------ Spell Crit +5% other ------- Mana/turn +0.18 Max mana +32.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 120% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Cloak | ![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() 9.0 Encumbrance T3 light armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +6 Dex offense ------ Accuracy +15 (+3 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +11 Defense +13 (+3 eff.) Fatigue +8% Resistance +6% temporal +17% cold Life +41.00 Life Regen +6.50 Healmod +12% A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 877% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 819% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 10 Cooldown: 12 Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 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 27%, your defense is increased by 27 and all your resistances by 27%. 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. |
![]() 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 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 82 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 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 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 107 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. 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 |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 514 damage for 5 turns. 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. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 623 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. |
![]() 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 18 up to 5 times. 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. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 0 up to 5 times. 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. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +1 Mag +2 Con offense ------ Ignore resists +15% physical other ------- Light +1 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +3 Wil defense ------ Resistance +11% light +11% darkness +3% mind Blind Resist +23% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +1 Str +3 Con offense ------ Critical power +5.00% When Hit 4 blight defense ------ Armor +6 Fatigue -5% Life Regen +2.00 other ------- Max stamina +20.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 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... |
![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +7 Cun +5 Con offense ------ Move Speed +10% Ignore resists +10% fire When Hit 10 mind 6 darkness defense ------ Fatigue -6% Resistance +9% darkness Life Regen +2.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Mag offense ------ Spellpower/crit +4 When Hit 4 arcane defense ------ Resistance +12% lightning +15% fire +15% cold Stun Resist +26% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% light +12% darkness Blind Resist +25% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Lck offense ------ Accuracy +7 (+1 eff.) defense ------ Defense +6 (+1 eff.) Resistance +13% lightning +6% fire +3% blight Spell save +9 (+3 eff.) Resist unseen 10% Healmod +17% Cut Resist +50% Stun Resist +22% Heal: Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 257 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 310 strength, based on Magic) for 5 turns. Uses 21 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Wil offense ------ Damage +6% acid +6% fire +21% light Ignore resists +10% light When Hit 8 light defense ------ Resistance +9% acid +12% light Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Nature While equipped: offense ------ Critical power +11.00% Spellpower +8 (+2 eff.) Damage +7% blight +8% fire +6% temporal defense ------ Resistance +9% darkness +15% fire +13% mind +14% cold Physical save +3 (+1 eff.) Cut Resist +10% Confus Resist +32% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 24 defense ------ Armor +2 Fatigue -5% Resistance +6% acid +3% nature Unlife -60.00 life other ------- Encumbrance +21 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Cun offense ------ Damage +3% cold When Hit 2 cold defense ------ Mind save +11 (+5 eff.) Confus Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex offense ------ Critical power +10.00% Accuracy +4 (+1 eff.) When Hit 6 blight defense ------ Armor +4 Unlife -40.00 life other ------- Light +1 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +10% lightning When Hit 8 darkness defense ------ Resistance +20% lightning +3% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Cun +3 Mag offense ------ Spellpower +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +11% lightning defense ------ Defense +6 (+1 eff.) Resistance +22% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +5 Con offense ------ Mind Crit +3% Critical power +20.00% Physical Power +9 (+3 eff.) Mindpower +20 (+7 eff.) Ignore resists +15% mind other ------- Psi when Hit +0.04 Hate-on-crit +2.00 Max psi +20.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Con +3 Wil offense ------ Damage +6% lightning Ignore resists +10% acid defense ------ Resistance +12% acid Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Life Regen +1.00 Stun Resist +25% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +7 Cun +2 Wil offense ------ Mindpower +10 (+4 eff.) Damage +11% cold Ignore resists +10% mind When Hit 2 lightning defense ------ Resistance +22% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +3 Cun offense ------ Ignore resists +25% physical +5% fire Accuracy +20 (+5 eff.) Ignore Armor +3 defense ------ Armor +14 Life +28.00 Disarm Resist +27% Pinning Resist +23% Knockbk Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Str +5 Dex +7 Wil +10 Cun +5 Con offense ------ Physical Power +7 (+3 eff.) Spellpower +10 (+3 eff.) Mindpower +6 (+3 eff.) Ignore Shields +20% Accuracy +7 (+1 eff.) other ------- Vim-on-crit +1.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +12 (+4 eff.) other ------- Max stamina +10.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +9 Cun +8 Wil offense ------ Physical Crit +1.0% Physical Power +8 (+3 eff.) Spellpower +9 (+3 eff.) Mindpower +19 (+7 eff.) Damage +3% physical Ignore Armor +3 defense ------ Armor +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Con offense ------ Accuracy +10 (+2 eff.) Ignore Armor +9 defense ------ Defense +9 (+2 eff.) Physical save +8 (+4 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Cun offense ------ On-Hit 10 physical On-Ranged-Hit 16 physical Ignore resists +20% nature When Hit 6 mind On-Hit (Melee): * 13% chance to reduce all saves and defense by 24 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 24 defense ------ Fatigue -4% Resistance +3% mind +6% nature Life Regen +3.00 Stun Resist +26% other ------- Encumbrance +25 Hate-on-crit +2.00 Max hate +8.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 4.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +8 Con offense ------ Physical Power +15 (+5 eff.) Spellpower +6 (+2 eff.) Mindpower +10 (+4 eff.) Ignore resists +20% mind defense ------ Resistance +3% mind +3% nature Spell save +13 (+4 eff.) other ------- Max stamina +15.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +4 Wil offense ------ Spellpower +5 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Mindpower +10 (+4 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +5 Mag +6 Wil +8 Cun offense ------ Spellpower +8 (+2 eff.) Damage +13% darkness +3% lightning Ignore resists +15% acid Accuracy +9 (+2 eff.) defense ------ Resistance +26% darkness +30% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Str +5 Cun +5 Con offense ------ Physical Power +9 (+3 eff.) On-Hit 20 physical On-Ranged-Hit 13 physical On-Hit (Melee): * 14% chance to reduce all saves and defense by 24 On-Hit (Ranged): * 16% chance to reduce all saves and defense by 24 other ------- Hate-on-crit +2.00 Max hate +9.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 4.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +5 Mag offense ------ Spellpower +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Spellpower +8 (+2 eff.) Rings make your fingers look great! |
![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 120% Range: 1.0x-1.2x Uses 150% Mag Damage Cold Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +20 (+5 eff.) Damage +20% acid +20% cold +20% darkness +20% blight other ------- Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 35 [Unique] Arcane/Master Weapon Damage 179% Range: 1.0x-1.6x Uses 20% Con, 114% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +12.0% Attack Speed 100% On Hit: * releases a burst of light, dealing 72 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con other ------- Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 26 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Nature/Master Weapon Damage 150% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +3 Str +4 Dex +21 Wil +21 Con offense ------ Ignore resists +11% physical Accuracy +11 (+2 eff.) Ignore Armor +11 On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Resistance +3% blight +3% darkness Life +123.00 other ------- Infravision +3 One-handed war axes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex, 15% Mag Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Defense +4 (+1 eff.) Resistance +10% darkness Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 191.91 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego++] Arcane/Nature Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 103 lightning damage (1/turn) While equipped: Stats +7 Con +7 Wil offense ------ Damage +13% lightning Ignore resists +12% lightning defense ------ Life +14.00 Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 132% Range: 1.0x-1.3x Uses 35% Cun, 20% Mag, 55% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 4.0 Encumbrance T3 sling 1H weapon [Ego+] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +10 Con +7 Wil defense ------ Life +21.00 other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 76 life over 5 turns Puts all charms on 17 turn cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 2.0 Encumbrance T3 cloth armor [Random Unique] Arcane While equipped: Stats +2 Mag offense ------ Spell Crit +12% Spellpower +24 (+6 eff.) Damage +10% temporal +14% physical Ignore resists +8% temporal +10% physical defense ------ Resistance +9% temporal +2% physical +3% mind +11% all Spell save +19 (+6 eff.) Anomaly Control +10 Unlife -40.00 life other ------- Mana/turn +0.18 Max mana +46.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 48 [Rare] Nature While equipped: offense ------ Damage +12% darkness When Hit 4 darkness On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 39% defense ------ Armor +13 Fatigue +22% Resistance +18% darkness +15% temporal Life +41.00 A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+6 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Nature While equipped: Stats +3 Str +4 Con offense ------ Physical Power +5 (+2 eff.) defense ------ Physical save +5 (+2 eff.) Life +47.00 other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +10 Dex +10 Cun +8 Lck offense ------ Physical Crit +15.0% Mind Crit +9% Mindpower +20 (+7 eff.) Damage +12% mind defense ------ Resistance +15% light +11% darkness Stealth +11 other ------- Disarm Traps +14 EQ when Hit +0.08 Psi when Hit +0.04 Hate-on-crit +1.00 Infravision +4 A belt that goes around your waist. |
![]() 2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+2 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 1.0 Power cost 51 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 110.85 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +3 Con offense ------ Ignore resists +15% darkness Ignore Armor +7 defense ------ Defense +13 (+3 eff.) Physical save +29 (+14 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Dex +4 Wil +9 Cun offense ------ Mind Crit +5% Spellpower/crit +4 defense ------ Defense +2 (+1 eff.) Resistance +14% darkness +22% temporal Spell save +9 (+3 eff.) Out-of-Phase Defense +16 Out-of-Phase Resistance +12% Out-of-Phase Resilience +17% other ------- Light +1 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +6% Spellpower/crit +10 When Hit 6 blight defense ------ Defense +2 (+1 eff.) Resistance +9% acid +3% physical +5% arcane Life +100.00 Silence Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego++] Nature/Master While equipped: offense ------ Damage +11% darkness Ignore resists +8% darkness Accuracy +18 (+4 eff.) defense ------ Defense +2 (+1 eff.) Fatigue -8% Resistance +17% darkness Stealth +10 Life +61.00 other ------- Max stamina +22.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 Encumbrance T3 feet armor [Ego++] Master/Psionic While equipped: Stats +4 Wil +3 Cun +7 Con offense ------ Mindpower +5 (+2 eff.) Ignore resists +8% physical defense ------ Armor +3 Physical save +12 (+6 eff.) Mind save +15 (+7 eff.) Blindside: Puts all charms on 22 turn cooldown Effective talent level: 3.0 Power cost 22 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 48% (at 0 Hate) to 162% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Damage +12% arcane +9% light Ignore resists +15% darkness +35% temporal When Hit 10 light defense ------ Armor +4 Fatigue +3% Resistance +18% temporal +22% darkness +5% arcane Out-of-Phase Defense +37 Out-of-Phase Resistance +31% Out-of-Phase Resilience +36% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +1 Cun +5 Con defense ------ Armor +1 Fatigue +1% Resistance +9% fire +5% cold Crit Resistance 10.00% A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +10 Str +11 Dex +6 Cun +1 Con defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 72.4 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 4.0 Encumbrance T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil offense ------ Damage +35% fire defense ------ Defense +13 (+3 eff.) Fatigue +4% Resistance +35% fire Meteor Rain: Effective talent level: 2.0 Power cost 22 out of 50/50. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 77.14 fire and 73.08 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 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. |
![]() 0.0 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. |
![]() 2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 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. |
![]() 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Damage +9% darkness Ignore Armor +7 When Hit 4 mind 6 lightning defense ------ Resistance +9% darkness +3% lightning While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 turn cooldown Effective talent level: 4.0 Power cost 23 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 +86 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 2.0 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. |
![]() 2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 524.40 fire damage (based on Magic). Uses 43 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +21% cold Ignore resists +25% cold When Hit 10 cold On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ Ignore resists +10% blight Ignore Armor +5 When Hit 2 physical defense ------ Physical save +6 (+3 eff.) Unlife -20.00 life other ------- Stamina/turn +1.00 Heal yourself and all friendly characters within 10 spaces for 326 Puts all charms on 17 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Reyadise the Skeleton Shadowblade level 36
38th Dusk 123rd year of Ascendancy at 12:48 see stats
By Reyadise the Skeleton Shadowblade level 36
36th Dusk 123rd year of Ascendancy at 19:10 see stats
By Reyadise the Skeleton Shadowblade level 30
30th Pyre 123rd year of Ascendancy at 00:45 see stats
By Reyadise the Skeleton Shadowblade level 39
51st Dusk 123rd year of Ascendancy at 00:40 see stats
By Reyadise the Skeleton Shadowblade level 12
34th Haze 122nd year of Ascendancy at 22:34 see stats
By Reyadise the Skeleton Shadowblade level 38
47th Dusk 123rd year of Ascendancy at 01:37 see stats
By Reyadise the Skeleton Shadowblade level 30
10th Pyre 123rd year of Ascendancy at 08:25 see stats
By Reyadise the Skeleton Shadowblade level 21
8th Regrowth 123rd year of Ascendancy at 03:04 see stats
By Reyadise the Skeleton Shadowblade level 31
40th Pyre 123rd year of Ascendancy at 12:09 see stats
By Reyadise the Skeleton Shadowblade level 35
27th Dusk 123rd year of Ascendancy at 21:37 see stats
By Reyadise the Skeleton Shadowblade level 10
2nd Summertide 122nd year of Ascendancy at 20:48 see stats
By Reyadise the Skeleton Shadowblade level 20
2nd Regrowth 123rd year of Ascendancy at 17:48 see stats
By Reyadise the Skeleton Shadowblade level 30
4th Pyre 123rd year of Ascendancy at 19:06 see stats
By Reyadise the Skeleton Shadowblade level 27
53rd Regrowth 123rd year of Ascendancy at 06:42 see stats
By Reyadise the Skeleton Shadowblade level 37
43rd Dusk 123rd year of Ascendancy at 10:07 see stats
By Reyadise the Skeleton Shadowblade level 35
34th Dusk 123rd year of Ascendancy at 00:48 see stats
By Reyadise the Skeleton Shadowblade level 39
47th Dusk 123rd year of Ascendancy at 08:07 see stats
By Reyadise the Skeleton Shadowblade level 5
4th Mirth 122nd year of Ascendancy at 00:23 see stats
By Reyadise the Skeleton Shadowblade level 28
78th Regrowth 123rd year of Ascendancy at 23:15 see stats
By Reyadise the Skeleton Shadowblade level 24
34th Regrowth 123rd year of Ascendancy at 20:26 see stats
By Reyadise the Skeleton Shadowblade level 12
6th Flare 122nd year of Ascendancy at 11:50 see stats
By Reyadise the Skeleton Shadowblade level 24
34th Regrowth 123rd year of Ascendancy at 00:54 see stats
By Reyadise the Skeleton Shadowblade level 22
9th Regrowth 123rd year of Ascendancy at 11:26 see stats
By Reyadise the Skeleton Shadowblade level 16
2nd Decay 122nd year of Ascendancy at 18:00 see stats
By Reyadise the Skeleton Shadowblade level 35
35th Dusk 123rd year of Ascendancy at 06:53 see stats
Log
Silytira the weaver young is afflicted by a weakness disease!
Reyadise steals life from Silytira the weaver young!
Reyadise reflects damage back to Silytira the weaver young!
Melee retaliation hits Reyadise for (2 absorbed), 0 light, (2 absorbed), 0 light, (2 absorbed), 0 light, (2 absorbed), 0 light, (2 absorbed), 0 light, (2 absorbed), 0 light (0 total damage).
Reyadise hits Silytira the weaver young for 12 darkness, 19 physical, 0 arcane, 49 darkness, 7 nature, 0 arcane, 49 darkness, 2 reflected, 2 reflected, 14 physical, 21 blight, 25 fire, 0 arcane, 55 darkness, 2 reflected, 14 darkness, 23 physical, 0 arcane, 55 darkness, 2 reflected, 19 physical, 26 blight, 25 fire, 0 arcane, 55 darkness, 2 reflected, 19 darkness, 31 physical, 0 arcane, 55 darkness, 2 reflected, 20 physical, 26 blight (647 total damage).
Reyadise killed Silytira the weaver young!
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Resting starts...
Reyadise deactivates Blade Flurry.
Talent Virulent Disease is ready to use.
Reyadise is no longer evading attacks.
The protective shield of Reyadise disappears.
The shield around Reyadise crumbles.
Reyadise is no longer pinned.
Reyadise is no longer surging arcane power.
Talent Stealth is ready to use.
Reyadise activates Stealth.
Talent Flurry is ready to use.
Talent Rune: Reflection Shield is ready to use.
Talent Shadow Grasp is ready to use.
Talent Evasion is ready to use.
Rested for 35 turns (stop reason: all resources and life at maximum).
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Reyadise disarms a trap (Silytira the weaver young's sticky web).
Reyadise picks up (u.): Yvutira the Prismsting.
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
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Reyadise wears: Voidstrider.