












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: MaDDworlDs' Buy Skills! 1.7.4Have extra cash? Buy some new class and generic talent trees! The staff shop in Angolwen now offers most class/generic skill trees for sale! prices range from 100 gold to 5,000 gold! Shout out to AkaviriBlade for all the leg work! Thank you for downloading, hope you enjoy! (Note: you'll need to start a new save, AND this mod does not include skills/spells for the DLCs!) (any mod that overwrites this staff shop will, ofc, not work together!) Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. 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:
More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Improved Auto-explore and Rest 1.7.2Quality 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/Buyers bonus! Convenient Digging 1.5.5 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: Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. 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:
Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Playable Wight Race 1.7.4Adds High Wights as a playable race: tough, psionic undead who arise naturally yet stand outside the natural order. Also adds Forest Wights as a playable race: undead with a connection to fire, light, and nature. Models by Rexorcorum. Better Item Description 1.7.2This 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Doomelf |
| Class | Mana Knight |
| Level / Exp | 27 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by Isladheda the cave bear at level 6 on the 76th Pyre 122nd year of Ascendancy at 18:02 0 / 8Killed by Voriwen the rattlesnake at level 19 on the 26th Dusk 122nd year of Ascendancy at 07:50 Killed by Bethylratira the great wolf at level 22 on the 57th Dusk 122nd year of Ascendancy at 18:31 Killed by Guritha the cutpurse at level 24 on the 4th Haze 122nd year of Ascendancy at 20:46 Killed by shadow at level 25 on the 18th Haze 122nd year of Ascendancy at 20:11 Killed by Emorama the wolf at level 26 on the 27th Haze 122nd year of Ascendancy at 13:37 Killed by Cyrayavena the white wolf at level 27 on the 28th Haze 122nd year of Ascendancy at 17:17 Killed by storm drake at level 27 on the 29th Haze 122nd year of Ascendancy at 00:24 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 25 (base 10) |
| Constitution | 21 (base 10) |
| Magic | 71 (base 57) |
| Willpower | 72 (base 50) |
| Cunning | 28 (base 10) |
Resources
| Life | -28/486 |
| Psi | 152/162 |
| Essence | 100/100 |
| Healing Factor | 1.094804467222 |
| Regeneration | 15.600963657914 |
Speed
| Mental | 0% |
| Attack | +12% |
| Movement | +10% |
| Spell | +12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 51 |
| Crit Chance | 18% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 30 |
| Accuracy | 51 |
| Crit Chance | 19% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 49% |
| Speed | 0.89285714285714 |
| Cooldown Reduction | 16 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 21% |
| Speed | 0.89285714285714 |
Offense: Damage Bonus
| Acid | +13% |
| Blight | +6% |
| Arcane | +93% |
| Cold | +3% |
| All | 0% |
| Darkness | +13% |
| Light | +6% |
| Physical | +15% |
| Fire | +3% |
| Mind | +15% |
Offense: Damage Penetration
| Acid | +20% |
| Physical | +69% |
| Arcane | +64% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 33 (46%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 16 |
| Physical Save | 22 |
| Spell Save | 39 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 29%( 82%) |
| Blight | + 7%( 72%) |
| Arcane | + 11%( 72%) |
| Cold | + 45%( 72%) |
| All | + 2%( 72%) |
| Darkness | + 36%( 72%) |
| Physical | + 15%( 77%) |
| Fire | + 10%( 72%) |
| Nature | + 7%( 72%) |
Defense: Immunities
| Stun Resistance | 23% |
| Confusion Resistance | 22% |
| Disarm Resistance | 0% |
| Instadeath Resistance | 100% |
| Silence Resistance | 50% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 50 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: BlinkUse mode: Activated Range: 7 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. |
Class Talents
| Spell / Wizard Knight | 1.00 |
| 4/5 |
| 3/5 |
| 2/5 |
| 4/5 |
| Spell / Magical Fundamentals | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane Expertimentation | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Mana Flare | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Technique / Weapons Master | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Flexible Combat Training | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Arcana | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat Casting | 1.00 |
| 5/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+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 Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. 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 xorn fragment. * You've found the needed sandworm tooth. | 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 within3 lumberjacks have died. | done |
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
| Psionic focus | Morrigor (161% power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 161% Range: 1.4x Uses 120% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 68.80 arcane and 40.12 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+6 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 132% Range: 1.4x Uses 0% Dex, 0% Cun, 120% Mag 0% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 83% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| Light source | Brandtorrent the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% arcane +3% acid Res.pen +5% acid On Hit (Melee): * 10% chance to reduce armor by 41% ----- def ----- Resists +5% arcane +9% fire ---------- misc 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 | Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +10 (+2 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
| On feet | Boggasher (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +4 Wil +4 Cun +8 Lck dps ---------- Melee Ret 8 mind 10 nature ----- def ----- Armour +3 Phys.save +7 (+4 eff.) Spell.save +7 (+2 eff.) Mind.save +5 (+2 eff.) Stealth +8 Silence- +20% Confus- +22% Stun/Frz- +23% A pair of boots made of leather. |
| Tool | Cuthyldir the Frigidcutter [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% cold +3% light +6% mind Melee Ret 8 light 6 cold ----- def ----- Resists +3% cold Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Cleanse 2 disease/wound/poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Armobar the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Dex +2 Mag +3 Wil +5 Cun +4 Con dps ---------- Dmg.mod +13% darkness ----- def ----- Resists +26% darkness Rings make your fingers look great! |
| On fingers | Amalen the Rainstalker0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +10 Wil +3 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- Resists +6% nature Phys.save +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | wanderer's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
| In main hand | Kofast the Blacksmash (111% power, 3 apr, arcane element)5.0 T2 staff 1H weapon [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Mind.crit +5% Crit.mult +6.00% Spell.pwr +6 (+1 eff.) Dmg.mod +3% fire +6% mind +15% arcane On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Resists +9% darkness ---------- misc Talents +1 Command Staff This staff offers 15% bonus to arcane damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Isliwyn the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% blight +3% mind Res.pen +15% mind +10% arcane ----- def ----- Fatigue -5% Resists +6% blight ---------- misc Max.enc +25 A belt that goes around your waist. |
| In off hand | cruel short yew magestaff of might (120% power, 4 apr, arcane element)5.0 T3 staff 1H weapon [Ego] Arcane/Master Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Crit.mult +8.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% arcane ---------- misc Talents +1 Command Staff This staff offers 20% bonus to arcane damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
| Cloak | cashmere cloak 'Shineonslaught' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +5 Cun +3 Wil dps ---------- Dmg.mod +12% arcane +3% light ----- def ----- Defense +2 (+2 eff.) Resists +5% arcane Mind.save +15 (+5 eff.) ---------- misc Hate/m.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Zubuvena the dwarven-steel mail armour (3 def, 10 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +27% arcane ----- def ----- Armour +10 Defense +3 (+2 eff.) Fatigue +12% Resists +8% acid +41% cold ---------- misc Breathe water A suit of armour made of mail. |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
blink rune of the wizard (range 5; phase 23; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (89% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. 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. |
blink rune of the wizard (range 6; phase 18; cd 15)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (89% of a turn) Is a spell Description: Activate the rune to teleport up to 6 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 18%, your defense is increased by 18 and all your resistances by 18%. 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. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (89% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the psychic (damage 194; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 194.05 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Daywyrd the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% arcane +9% light Res.pen +10% light On Hit (Melee): * 10% chance to slow global speed by 60% ----- def ----- Resists +14% lightning +12% nature +3% light Stun/Frz- +24% ---------- misc Light +3 Amulets make your neck look great! |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
Shivertickler0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +15% cold On Hit (Melee): * 10% chance to reduce armor by 41% ----- def ----- Resists +22% lightning +3% cold Rings make your fingers look great! |
mule's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% Max.HP +20.00 Disarm- +20% Pinning- +20% Knockbk- +23% ---------- misc Max.enc +22 Rings make your fingers look great! |
psionicist's copper ring of arcana (+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Silence- +22% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
Blindspitter the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +27% acid Melee Ret 10 darkness ----- def ----- Resists +24% lightning Mind.save +18 (+6 eff.) ---------- misc Hate/m.crit +2.00 Rings make your fingers look great! |
psionicist's steel ring of frost (+24%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Mind.save +6 (+2 eff.) Rings make your fingers look great! |
titan's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Phys.save +4 (+2 eff.) Rings make your fingers look great! |
ash magestaff 'Obsidiantouch' (111% power, 3 apr, cold element)5.0 T2 staff 2H weapon [Rare] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% cold Res.pen +10% darkness ----- def ----- Defense +7 (+4 eff.) Resists +18% nature +3% temporal HP.reg +4.00 ---------- misc Psi/ret +0.12 Max.hate +6.00 Max.P.En +10.00 Max.N.En +10.00 Light +4 Talents +1 Command Staff This staff offers 15% bonus to cold damage. (included above) Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 137.57 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Shadowquell (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +19 (+4 eff.) Dmg.mod +9% fire +12% darkness +20% arcane ---------- misc Mana/turn +0.25 Max.P.En +5.00 Max.N.En +5.00 Talents +1 Command Staff This staff offers 20% bonus to arcane damage. (included above) Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
greater short yew magestaff (120% power, 4 apr, arcane element)5.0 T3 staff 1H weapon [Ego+] Arcane Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +13 (+3 eff.) Dmg.mod +20% lightning +20% cold +20% arcane +20% fire ---------- misc Talents +1 Command Staff This staff offers 20% bonus to fire, cold, lightning, arcane damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Woebrawn the steel battleaxe (138% power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Master Power 138% Range: 1.5x Uses 120% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to reduce damage dealt by 26% * Create an explosion dealing 114 fire damage (1/turn) While equipped: dps ---------- Spell.crit +1% Dmg.mod +7% fire Res.pen +10% all +12% fire Acc +10 (+4 eff.) Apr +9 Melee Ret 2 darkness Massive two-handed battleaxes. |
steel battleaxe 'Brightbraid' (125% power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Psionic Power 125% Range: 1.5x Uses 120% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +14 darkness +16 fire Against +16% Living While equipped: Stats +2 Str +5 Mag dps ---------- Mind.pwr +30 (+9 eff.) ---------- misc Max.hate +4.00 See.Invis +15 Massive two-handed battleaxes. |
acidic steel greatsword (132% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 132% Range: 1.6x Uses 120% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 190 damage over 5 turns and reducing armor and accuracy by 24 Massive two-handed swords. |
caustic steel greatsword of erosion (128% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Nature Power 128% Range: 1.6x Uses 120% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 nature On Crit.r2 +10 acid +14 nature While equipped: dps ---------- Res.pen +10% acid +10% nature Apr +9 Massive two-handed swords. |
steel greatsword 'Sunbutcher' (132% power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 132% Range: 1.6x Uses 120% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +8 light While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Dmg.mod +3% light Res.pen +10% nature Acc +19 (+7 eff.) Melee Ret 4 temporal ----- def ----- Resists +9% light +12% temporal Massive two-handed swords. |
Zubata the Scaldsmash (145% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 145% Range: 1.4x Uses 100% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +4 Dex +2 Con dps ---------- Dmg.mod +9% fire Res.pen +20% mind +10% physical Acc +15 (+5 eff.) ----- def ----- Defense +15 (+8 eff.) Blunt and deadly. |
acidic steel waraxe of daylight (107% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 107% Range: 1.4x Uses 100% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 light Against +8% Undead On Crit: * Splash the target with acid dealing 190 damage over 5 turns and reducing armor and accuracy by 24 One-handed war axes. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Mag, 0% Dex Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Elenuldil the Blazespike4.0 T2 sling 1H weapon Reqs Shoot [Rare] Master Power 65% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Proj.spd +200% On Hit.r1 +8 light While equipped: Stats +6 Str +3 Dex dps ---------- Dmg.mod +6% physical ----- def ----- Resists +15% acid +6% light Slings are used to hurl stones or metal shots at your foes. |
Xanuvena the Freezebraid4.0 T3 sling 1H weapon Reqs Shoot [Random Unique] Nature/Master Power 65% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Proj.spd +200% On Hit.r1 +8 cold While equipped: Stats +2 Dex +8 Wil +3 Cun +5 Con dps ---------- Phys.spd +10% Dmg.mod +9% temporal ----- def ----- Resists +3% temporal Max.HP +27.00 Def/telep +15 Res/telep +15% Dur/telep +15% Slings are used to hurl stones or metal shots at your foes. |
enhanced dwarven-steel steamgun of enduring4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego++] Nature/Steamtech Power 65% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Str +3 Dex +5 Mag +13 Wil +5 Cun +9 Con ----- def ----- Max.HP +34.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
penetrating stralite steamgun of cold4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Arcane/Steamtech Power 65% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +13 cold Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +12% cold Res.pen +13% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
tundral pouch of dwarven-steel shots of accuracy (16/16, 139% power, 3 apr)3.0 T3 shot ammo [Ego] Nature/Master Power 139% Range: 1.2x Uses 0% Dex, 120% Mag, 0% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +9 Apr +3 Crit +5.0% Capacity 16 Ranged+ +10 cold On Crit.r2 +8 cold Shots are used with slings to pummel your foes to death. |
timebroken cashmere robe of darkness (+22%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +8% temporal +7% arcane +15% darkness ----- def ----- Resists +22% darkness +11% all ---------- misc Max.mana +18.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
nimble hardened leather armour of Toknor (13 def, 6 armour)9.0 T3 light armor [Ego++] Master While equipped: Stats +4 Dex dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +6 (+2 eff.) Mov.spd +20% ----- def ----- Armour +6 Defense +13 (+7 eff.) Fatigue +8% A suit of armour made of leather. |
nimble hardened leather armour of the hero (14 def, 6 armour)9.0 T3 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +3 Str +9 Dex +3 Mag +5 Wil +3 Cun dps ---------- Mov.spd +20% ----- def ----- Armour +6 Defense +14 (+8 eff.) Fatigue +8% Max.HP +42.00 A suit of armour made of leather. |
thick cashmere cloak of the voidstalker (2 def, 6 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Resists +11% temporal +10% darkness +17% cold Def/telep +13 Res/telep +12% Dur/telep +15% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ivyriwyn the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Str +1 Dex dps ---------- Phys.crit +3.0% ----- def ----- Armour +3 Resists +5% lightning +6% temporal Die.at -60.00 life ---------- misc Stam/turn +2.00 A pair of boots made of leather. |
rough leather gloves 'Gabeth' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) Melee+ 14 darkness 14 mind Dmg.mod +12% blight Res.pen +20% blight Melee Ret 10 blight On Hit (Melee): * 11% chance to reduce all saves and defense by 32 * 20% chance to reduce strength, dexterity, and constitution by 31 ----- def ----- Armour +1 Resists +3% blight Mind.save -13 (-7 eff.) Unarmed combat: Power 93% Range: 1.1x Uses 0% Cun, 0% Str, 120% Mag 0% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Reproach 1 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eremeyon (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +5 Cun +2 Dex dps ---------- Spell.pwr +10 (+2 eff.) ----- def ----- Armour +2 HP.reg +5.00 Silence- +20% ---------- misc Stam/turn +1.10 Max.stam +22.00 See.Invis +18 Unarmed combat: Power 115% Range: 1.1x Uses 0% Cun, 0% Str, 120% Mag 0% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Mayorama the Flarerage (15 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex +1 Mag +1 Cun dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +2 Defense +15 (+8 eff.) Resists +6% lightning +9% fire Def/telep +15 Res/telep +15% Dur/telep +15% Unarmed combat: Power 118% Range: 1.1x Uses 0% Cun, 0% Str, 120% Mag 0% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +10.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Velydatha the hardened leather gloves (0 def, 12 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +5% arcane Res.pen +10% blight ----- def ----- Armour +12 Resists +6% cold Crit.dmg- 5.00% Phys.save +3 (+2 eff.) Cut- +20% Unarmed combat: Power 111% Range: 1.1x Uses 0% Dex, 0% Cun, 120% Mag 0% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 arcane On Crit.r2 +7 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +2 Str +3 Dex +3 Cun ----- def ----- Armour +2 Phys.save +8 (+4 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 114% Range: 1.1x Uses 0% Dex, 0% Cun, 120% Mag 0% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +8.0% Atk.spd 100% On Hit: 10% Set Up 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 6 cold Dmg.mod +4% cold ----- def ----- Armour +1 Fatigue +1% Resists +6% cold Unarmed combat: Power 104% Range: 1.4x Uses 0% Dex, 0% Cun, 120% Mag 0% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 ice On Hit: 10% Ice Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 22 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +8 (+3 eff.) Unarmed combat: Power 116% Range: 1.4x Uses 0% Dex, 0% Cun, 120% Mag 0% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: * 19 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
cleansing linen wizard hat of fire (+6%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+1 eff.) Resists +6% blight +16% fire +7% nature A pointy cloth hat, very wizardly... |
linen wizard hat 'Muhek' (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% arcane ----- def ----- Defense +1 (+1 eff.) Resists +6% acid +15% cold +6% darkness Phys.save +3 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +10.00 See.Invis +3 A pointy cloth hat, very wizardly... |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
2 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. |
Cyratira the brass lantern2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +3% blight +5% fire Die.at -40.00 life Cut- +20% Pinning- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 T1 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.(127 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Earokath'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +3% lightning +6% cold +6% light +15% acid Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Stokewrither'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +25% fire Melee Ret 2 cold On Hit (Melee): * 10% chance to reduce all saves and defense by 32 ----- def ----- Resists +12% cold Max.HP +41.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Yvoriarin the Strikestun (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue -5% Resists +3% lightning +3% cold Mind.save +3 (+1 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 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 13 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying 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. |
supercharged iron torque of gale force [power 135] (18 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 156 physical damage Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
quick elm wand of shielding [power 104] (14 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 104 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ldiiel the Doomelf Mana Knight level 9
1st Summertide 122nd year of Ascendancy at 00:39 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Ldiiel the Doomelf Mana Knight level 23
3rd Haze 122nd year of Ascendancy at 21:04 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Ldiiel the Doomelf Mana Knight level 6
76th Pyre 122nd year of Ascendancy at 17:36 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ldiiel the Doomelf Mana Knight level 10
6th Flare 122nd year of Ascendancy at 02:11 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ldiiel the Doomelf Mana Knight level 20
26th Dusk 122nd year of Ascendancy at 19:56 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Ldiiel the Doomelf Mana Knight level 22
36th Dusk 122nd year of Ascendancy at 03:13 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Ldiiel the Doomelf Mana Knight level 23
4th Haze 122nd year of Ascendancy at 00:00 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ldiiel the Doomelf Mana Knight level 9
4th Mirth 122nd year of Ascendancy at 06:44 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ldiiel the Doomelf Mana Knight level 22
41st Dusk 122nd year of Ascendancy at 22:39 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Ldiiel the Doomelf Mana Knight level 15
5th Dusk 122nd year of Ascendancy at 02:52 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Ldiiel the Doomelf Mana Knight level 24
5th Haze 122nd year of Ascendancy at 06:50 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ldiiel the Doomelf Mana Knight level 15
3rd Dusk 122nd year of Ascendancy at 11:38 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Ldiiel the Doomelf Mana Knight level 27
28th Haze 122nd year of Ascendancy at 17:17 see stats
Log
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Something hits Cold drake hatchling for (119 to ice), 179 lightning (180 total damage).
Cold drake hatchling resists the stun!
Something hits Ldiiel for (2 mitigated) damage.
Ldiiel is recovering from the damage!
Something hits Ldiiel for (38 shrugged off), 394 lightning (394 total damage).
Storm drake killed Ldiiel!
Ldiiel resists the stun!
Something hits Snow giant for 315 lightning damage.
Snow giant is stunned!
Something hits Cold drake hatchling for 404 lightning damage.
Cold drake hatchling resists the stun!
Something hits Fire drake hatchling for 345 lightning damage.
Storm drake killed fire drake hatchling!
Something hits Cold drake hatchling for 362 lightning damage.
Cold drake hatchling resists the stun!
Something hits Cold drake hatchling for 324 lightning damage.
Cold drake hatchling is stunned!
Something hits Cold drake hatchling for (106 to ice), 159 lightning (159 total damage).
Cold drake hatchling resists the stun!
Something hits Cold drake hatchling for 398 lightning damage.
Cold drake hatchling resists the stun!
Something hits Cold drake hatchling for 450 lightning damage.
Cold drake hatchling shrugs off the effect 'Stunned'!
Something hits Cold drake for 361 lightning damage.
Cold drake resists the stun!
Something hits Cold drake hatchling for 427 lightning damage.
Cold drake hatchling is stunned!
Ldiiel the level 27 doomelf mana knight was zapped to death by a storm drake on level 3 of Daikara.



































































