










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Escorts Enhanced CN 1.5.10Escorts Enhanced Ashes of Urh'Rok 1.6.7Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.6.7Official 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:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Plenum Tooltip Custom Edit 1.6.0Plenum 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: Items Vault 1.6.0Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Nur Kit 1.6.0Makes water-breathing equipment reliably available from various locations:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Improved Auto-explore and Rest 1.6.0Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Doombringer |
| Level / Exp | 34 / 56% |
| Size | medium |
| Lifes / Deaths | Killed by Grand Corruptor at level 34 on the 12nd Regrowth 123rd year of Ascendancy at 18:34 / 1 |
Primary Stats
| Strength | 23.68953221507 (base 46) |
| Dexterity | 36 (base 32) |
| Constitution | 12.121821626855 (base 12) |
| Magic | 64 (base 60) |
| Willpower | 28 (base 10) |
| Cunning | 15 (base 11) |
Resources
| Life | -128/825 |
| Steam | 100/100 |
| Stamina | 183/265 |
| Vim | 146/197 |
| Healing Factor | 1.1674758434319 |
| Regeneration | 6.1292481780176 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +54.804530507855% |
Vision
| Sight | 10 |
| Lite | 9 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 59 |
| Crit Chance | 28% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 4% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Blight | +6% |
| Darkness | +18% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +35% |
| Blight | +30% |
| Darkness | +35% |
| Fire | +45% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 39.723073231957 (64.692942254812%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | -8 |
| Spell Save | 7 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 32%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 36%( 70%) |
| All | + 8%( 70%) |
| Lightning | + 57%( 70%) |
| Physical | + 9%( 70%) |
| Darkness | + 13%( 70%) |
| Mind | + 20%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 20% |
| Disarm Resistance | 100% |
| Confusion Resistance | 100% |
| Silence Resistance | 86% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 270 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 31 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. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 118% efficiency and cooldown mod of 62%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 420 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 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. |
Class Talents
| Corruption / Shadowflame | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Horrifying Blows |
| talent | Share the Pain |
| talent | Abyssal Shield |
| talent | Eternal Suffering |
| detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 14% feedback damage from all damage done. Empathic Hex |
| detrimental effect | Reduces global action speed by 86%. Slow |
| detrimental effect | The target is infected by a disease, reducing its strength by 37 and doing 112.28 blight damage per turn. Weakness Disease |
| detrimental effect | The target is burning, taking 75 damage per turn, split among it and burning foes in radius 5. Blazing Rebirth |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is cursed, reducing defence and all saves by 39. Curse of Defenselessness |
| detrimental effect | The target is infected by a disease, reducing its constitution by 21 and doing 84.71 blight damage per turn. Rotting Disease |
| detrimental effect | The target is infected with a corrosive worm, reducing blight and acid resistance by 17%. When the effect ends, the worm will explode, dealing 321 acid damage in a 4 radius ball. This damage will increase by 27% of all damage taken while under torment Corrosive Worm |
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 |
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 successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
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 Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 41. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed orc heart. * You've found the needed vial of elder vampire blood. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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 | pair of dwarven-steel boots 'Airtrail' (0 def, 4 armour) 3.0 T3 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +4 (+1 eff.) Spell.pwr +14 (+5 eff.) Dmg.mod +6% lightning +6% blight Res.pen +5% blight Apr +6 ----- def ----- Armour +4 Fatigue +3% Phys.save +12 (+12 eff.) Silence- +20% Confus- +26% Pinning- +20% Stun/Frz- +30% Knockbk- +20% Teleport- +100% ---------- misc Max.vim +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Ivimira'2.0 T1 lite [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +10 (+3 eff.) ----- def ----- Armour +2 Defense +10 (+3 eff.) Resists +9% acid +3% blight ---------- misc Stam/turn +1.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | hardened leather hat 'Fogglamour' (0 def, 3 armour) 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Con +3 Wil dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Armour +3 Fatigue +3% Resists +8% blight +11% cold +6% lightning Mind.save +11 (+6 eff.) Silence- +40% ---------- misc Breathe water A hat made of leather. Very stylish. |
| Tool | Aeridamina the Lustreparry (dig speed 30 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +1 Wil ----- def ----- Die.at -80.00 life HP.reg +2.00 Disease- +20% ---------- misc Spell.cld 10% Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Elylema the Winterguile0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Dmg.mod +3% cold Acc +8 (+2 eff.) ----- def ----- Mind.save +9 (+5 eff.) HP.reg +3.00 Silence- +26% Stun/Frz- +26% Teleport- +10% ---------- misc Mana/turn +0.10 Rings can have magical properties. |
| On fingers | stralite ring 'Skywell'0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Str +13 Con dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +3% lightning +12% darkness Res.pen +10% darkness +10% lightning ----- def ----- Resists +15% lightning Spell.save +14 (+13 eff.) Mind.save +9 (+5 eff.) Confus- +32% ---------- misc Max.stam +21.00 Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | blazebringer's voratun greatsword (60.5-96.8 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Nature Power 60.5 - 96.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +21 fire While equipped: dps ---------- All.spd +4% Res.pen +20% fire Massive two-handed swords. |
| On hands | Iseba the hardened leather gloves (0 def, 10 armour) 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +10 Resists +9% blight +1% physical +6% darkness Phys.save +7 (+7 eff.) Mind.save +10 (+5 eff.) Disarm- +127% Confus- +20% ---------- misc Talents +4 Iron Grip 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. |
| Main armor | focusing elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Ego] Psionic While equipped: Stats +4 Mag +7 Wil ----- def ----- Resists +15% all ---------- misc Mana/turn +0.12 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Goruvon (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Wil ----- def ----- Defense +1 (+0 eff.) Resists +3% blight +33% lightning +6% acid Max.HP +32.00 Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Gywyn0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Lck +3 Con dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +2 Defense +7 (+2 eff.) Resists +13% mind +5% arcane Crit.dmg- 5.00% Mind.save +3 (+2 eff.) Unseen.red 11% Confus- +24% Amulets can have magical properties. |
Inventory
regeneration infusion of the psychic (heal 400; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 400 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 18%; mental; dur 3; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, darkness, blight, fire, nature, arcane)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 5 darkness, 3 blight, 4 fire, 4 nature, 4 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 190; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 190 damage for 4 turns. 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. |
stormshield rune (threshold 31; blocks 3; dur 4; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous 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 31 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Lisegada0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 6 acid ----- def ----- Resists +14% lightning +12% darkness +12% acid Phys.save +6 (+6 eff.) Stun/Frz- +30% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.stam +30.00 Amulets can have magical properties. |
Grinagarand the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Phys.crit +5.0% Dmg.mod +11% lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +10 (+3 eff.) Resists +22% lightning Def/telep +10 Res/telep +10% Dur/telep +10% Rings can have magical properties. |
Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +3% darkness +11% fire ----- def ----- Resists +22% fire +6% darkness +6% cold Mind.save +6 (+3 eff.) Confus- +22% Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.73 cold and 11.39 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. |
Polarinor the Stormlore0.1 T4 ring jewelry [Random Unique] Arcane While equipped: Stats +5 Mag +5 Cun +1 Con dps ---------- Crit.mult +10.00% Spell.pwr +11 (+4 eff.) Dmg.mod +17% temporal +13% darkness +12% physical Res.pen +5% physical ----- def ----- Resists +3% lightning +17% temporal +26% darkness Rings can have magical properties. |
Starpierce (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +10 Mag +11 Wil +9 Cun dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) S.pwr/crit +7 Dmg.mod +18% blight +15% physical +12% light +15% arcane Res.pen +15% blight Melee Ret 10 blight ---------- misc Vim/s.crit +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+4 eff.) Dmg.mod +20% physical Acc +7 (+2 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.0 Pwr.cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
lifebinding elven-wood starstaff of greater warding (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon [Ego++] Arcane/Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +4% Spell.pwr +19 (+7 eff.) Dmg.mod +25% light ----- def ----- Armour +9 Defense +6 (+2 eff.) HP.reg +1.00 Heal.mod +20% ---------- misc Wards +3 light Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
enhanced stralite battleaxe (41.5-62.25 power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego+] Nature Power 41.5 - 62.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +6 Str +7 Dex +10 Mag +10 Wil +10 Cun +10 Con Massive two-handed battleaxes. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon Reqs Str 25 [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Spectral Blade (26-41.6 power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)12.0 T3 greatsword 2H weapon Reqs Cun 18 [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Latafayn (68-108.8 power, 5 apr)3.0 T4 greatsword 2H weapon Reqs Str 40 [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 125% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Dourhunter the stralite longsword (35.5-49.7 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Random Unique] Nature/Master Power 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +11 nature On Hit.r1 +4 lightning On Crit.r2 +4 lightning On Hit: * 20% chance to reduce damage dealt by 13% On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +8 Str +7 Dex +7 Mag +7 Wil +7 Cun +9 Con dps ---------- Phys.crit +9.0% Phys.pwr +9 (+3 eff.) Res.pen +10% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 13% ----- def ----- Resists +3% darkness Sharp, long, and deadly. |
enhanced steel dagger of torment (10.5-13.65 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Nature/Psionic Power 10.5 - 13.7 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +4 Con Sharp, short and deadly. |
Swordbreaker (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+15 eff.) Disarm- +50% ---------- misc 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. |
Armedan the Goreire (12-13.2 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Random Unique] Nature/Psionic Power 12.0 - 13.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +12 nature While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 12 physical Dmg.mod +6% temporal +14% physical +18% darkness +13% mind Res.pen +11% physical +9% mind +10% darkness On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +9% nature +12% physical Max.HP +35.00 HP.reg +1.20 ---------- misc Max.hate +6.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
psychokinetic quiver of ash arrows of accuracy (12/12, 22.5-31.5 power, 7 apr)3.0 T2 arrow ammo [Ego+] Master/Psionic Power 22.5 - 31.5 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Acc +11 Apr +7 Crit +1.5% Capacity 12 Ranged+ +17 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 78 physical damage Arrows are used with bows to pierce your foes to death. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +0 Cun +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+5 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Eilinilenne the Nightminister (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +6 Dex +3 Mag +5 Wil dps ---------- Dmg.mod +9% darkness +19% cold On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Resists +28% cold +11% all ---------- misc Light +3 Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe of Linaniil (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +11% Spell.pwr +28 (+9 eff.) Dmg.mod +5% arcane +19% temporal ----- def ----- Resists +13% all ---------- misc Mana/turn +0.22 Max.mana +101.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +8% nature ----- def ----- Resists +13% all Poison- +28% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fortifying stralite mail armour of stability (4 def, 8 armour)14.0 T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Master While equipped: Stats +2 Str +4 Con ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +7% physical Phys.save +10 (+10 eff.) Max.HP +54.00 A suit of armour made of mail. |
Shiverrebel1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Dmg.mod +6% light Res.pen +5% cold Against +15% Summoned Melee Ret 2 cold ----- def ----- D.Red.from +18% Summoned ---------- misc See.Invis +12 A belt that goes around your waist. |
rough leather belt 'Islinor'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Res.pen +5% physical Acc +10 (+3 eff.) ----- def ----- Resists +5% lightning +5% temporal +3% mind A belt that goes around your waist. |
Relguromas the cashmere cloak (12 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +12 (+4 eff.) Resists +6% lightning +4% physical +12% light Crit.dmg- 10.00% Die.at -80.00 life Max.HP +42.00 Heal.mod +10% Disarm- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Disarm- +0% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 30.30 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% Disarm- +0% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Daimoldil (25 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +4 Wil +4 Con dps ---------- Phys.crit +5.0% Crit.mult +10.00% Res.pen +10% arcane Apr +4 ----- def ----- Armour +2 Defense +25 (+8 eff.) Resists +5% arcane Phys.save +15 (+15 eff.) Disarm- +28% ---------- misc Masteries +0.20 Technique/Grappling 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. |
Hathirab the Sunblack (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Res.pen +25% fire On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +6% temporal Silence- +0% A cap made of leather. |
rough leather cap 'Lisydherin' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Spell.pwr +5 (+2 eff.) Res.pen +15% physical Acc +5 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +1% physical +7% cold +6% fire Heal.mod +20% A cap made of leather. |
Eliwen (0 def, 3 armour)2.0 T3 head armor [Rare] Psionic While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +6% blight +12% temporal +13% mind +6% darkness Mind.save +12 (+6 eff.) Confus- +29% ---------- misc Light +3 See.Invis +3 A hat made of leather. Very stylish. |
Crown of Burning Pain (13 def, 0 armour)4.0 T3 head armor Reqs Cun 25 [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Armour +0 Defense +13 (+4 eff.) Fatigue +4% Resists +35% fire Silence- +0% Meteor Rain: Level 2.0 Pwr.cost 25 out of 50/50. Range 5 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 57.64 fire and 57.64 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. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
325 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
bright alchemist's lamp of clarity1.0 T3 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +9 (+5 eff.) ---------- misc Light +8 See.Stealth +12 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving alchemist's lamp1.0 T3 lite [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Resists +7% blight HP.reg +3.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.2 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 113.82 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 113.82 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
great pain suppressor salve [power 187] great pain suppressor salve [power 187]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -187 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+18 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Galifast (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex +3 Con dps ---------- Phys.crit +2.0% Dmg.mod +6% physical ----- def ----- Defense +5 (+1 eff.) ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 142.85 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Hettanik the Prismpower [power 200] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Phasing +30% ---------- misc Mana/turn +0.16 Max.mana +100.00 Max.vim +50.00 Light +2 Wards +3 blight +4 lightning +4 nature +4 acid Talents +1 Ward Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 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 Queen0.0 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
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By John the Cornac Doombringer level 32
2nd Allure 123rd year of Ascendancy at 04:16 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By John the Cornac Doombringer level 20
62nd Dusk 122nd year of Ascendancy at 01:46 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By John the Cornac Doombringer level 33
1st Regrowth 123rd year of Ascendancy at 13:39 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By John the Cornac Doombringer level 25
63rd Haze 122nd year of Ascendancy at 17:12 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By John the Cornac Doombringer level 6
79th Pyre 122nd year of Ascendancy at 16:25 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By John the Cornac Doombringer level 32
2nd Allure 123rd year of Ascendancy at 03:50 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By John the Cornac Doombringer level 10
10th Mirth 122nd year of Ascendancy at 12:08 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By John the Cornac Doombringer level 20
23rd Dusk 122nd year of Ascendancy at 19:22 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By John the Cornac Doombringer level 30
80th Haze 122nd year of Ascendancy at 05:24 see stats
Myths of an age past (Insane (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By John the Cornac Doombringer level 32
2nd Allure 123rd year of Ascendancy at 04:16 see stats
Once bitten, twice shy (Insane (Roguelike) difficulty)
Escaped the Anteroom of Agony.By John the Cornac Doombringer level 31
4th Decay 122nd year of Ascendancy at 20:47 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By John the Cornac Doombringer level 20
33rd Dusk 122nd year of Ascendancy at 18:41 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By John the Cornac Doombringer level 34
11st Regrowth 123rd year of Ascendancy at 11:05 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By John the Cornac Doombringer level 27
76th Haze 122nd year of Ascendancy at 05:57 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By John the Cornac Doombringer level 32
2nd Allure 123rd year of Ascendancy at 04:16 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By John the Cornac Doombringer level 6
4th Mirth 122nd year of Ascendancy at 07:18 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By John the Cornac Doombringer level 32
2nd Allure 123rd year of Ascendancy at 04:16 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By John the Cornac Doombringer level 13
9th Flare 122nd year of Ascendancy at 03:51 see stats
They Came From Outer Space! (Insane (Roguelike) difficulty)
Discovered the true origin of dwarves and drems.By John the Cornac Doombringer level 32
2nd Allure 123rd year of Ascendancy at 04:16 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By John the Cornac Doombringer level 23
55th Haze 122nd year of Ascendancy at 06:13 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By John the Cornac Doombringer level 15
6th Dusk 122nd year of Ascendancy at 18:21 see stats
Log
Grand Corruptor's spell attains critical power!
John is afflicted by a weakness disease!
John damages himself through Martyrdom!
Grand Corruptor's Soul Rot hits John for (132 absorbed), 75 blight (75 total damage).
Grand Corruptor hits John for (0 absorbed), 0 fire (0 total damage).
John receives 3 healing from Devouring flames from John.
Fiery Aegis from John hits Grand Corruptor for 0 fire damage.
Burning from John hits Grand Corruptor for 4 fire damage.
Grand Corruptor casts Curse of Defenselessness.
John is cursed.
Grand Corruptor's spell attains critical power!
John loses 38 health to the soulburn.
Talent Reckless Strike is ready to use.
John damages himself through Martyrdom!
Bone Spike hits John for 2 physical, 0 fire, 10 physical (12 total damage).
Weakness Disease from Grand Corruptor hits John for 29 blight damage.
Share the Pain hits Grand Corruptor for 67 physical damage.
John hits Grand Corruptor for 12 fire, 30 fire (42 total damage).
John the level 34 cornac doombringer was diseased to death by Grand Corruptor on level 2 of Mark of the Spellblaze.
--------------------------------
John speeds up.
John deactivates Share the Pain.
John is no longer cursed.
John deactivates Abyssal Shield.
John is free from the hex.
John is free from the rotting disease.
John deactivates Horrifying Blows.
John deactivates Eternal Suffering.
John is free from the weakness disease.
John is free from the corrosive worm.


































































































































