












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
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:
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: Werekracken's Stone Warden Race Unlock Fork 1.7.4This is a fork of Bnnuy's Stone Warden Race Unlock addon which removes the race lock from stone warden that prevents creation of non-dwarf stone wardens. As a side effect, if you play with multiple addons you should now see all of the talents from those available on adventurers and wanderers too. (This addon makes talents with the not_on_random_boss available to adventurers and wanderers. Use them at your own risk.) This addon overloads the adventurer and wilder classes, and superloads the WandererSeed mod dialog. https://github.com/Werekracken/tome-wkstone-warden-race-unlock Changelog Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Online Character Sheet Extras 1.7.4Adds some features to your online character sheet: CompatibilityThis addon superloads the following functions non-destructively: This addon uses the ToME:PlayerDumpJSON hook. Changelog1.0.0: Weight: 723658 Perfect Perfection 1.7.4Modifies mastery and perfection egos to only roll from what you have unlocked and have at least 1 point in, to reduce useless rolls. Beamerizing Beam! 1.7.4Flags magical beams appropriately and causes all such beams to benefit from wide beam targeting. Notably eye beam, dust to dust, moonlight ray, bone spear, and invoke darkness, because these are on vanilla spell-proc items, but also things that are technically beams such as sunburst and rift cutter. Visuals may be off because most of these talents do not expect themselves to be tampered in this way, but they'll damage things just fine. Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. Technomancy Tweaks 1.7.0Assorted small quality-of-life changes for the Technomancer class evolution from the Embers of Rage DLC (required). Currently includes:
Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Items Vault 1.7.0Donators/Buyers bonus! Melinda on the Map - Bamboo Edition 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. This fork marks the sect as encountered so it works with improved recall. 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 Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 16 / 15% |
| Size | medium |
| Lifes / Deaths | Killed by Yvytta the blue jelly at level 16 on the 53rd Haze 122nd year of Ascendancy at 18:50 / 1 |
Primary Stats
| Strength | 25 (base 16) |
| Dexterity | 43 (base 40) |
| Constitution | 13 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 44 (base 31) |
Resources
| Life | -72/437 |
| Stamina | 5/160 |
| Healing Factor | 1.2483363011315 |
| Regeneration | 3.5577584582248 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 31.719706428051 |
| See Invisible | 31.719706428051 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 46 |
| Crit Chance | 20% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Crit. mult. | +150% |
| Acid | +27% |
| Nature | +13% |
| Blight | +9% |
| Cold | +15% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Acid | +25% |
| Mind | +25% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 19 (63.914983985962%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 15 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 9%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 9%( 70%) |
| All | 0%( 70%) |
| Darkness | + 6%( 70%) |
| Temporal | + 9%( 70%) |
| Crit. shrug | +14% |
| Mind | + 6%( 70%) |
| Fire | + 11%( 70%) |
| Lightning | + 11%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 43% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 373 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 133 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Agility | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
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 successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed red crystal shard. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | 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 |
Equipment
| On feet | Hazebane (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Str +3 Con offense ------ Damage +6% cold defense ------ Armor +1 Resistance +5% lightning +6% temporal other ------- Infravision +2 A pair of boots made of leather. |
| Quiver | Wind Worn Shot (2/25, 148% power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Nature Weapon Damage 149% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 Projectile Speed +100% On Hit: 10% Tornado level 2 On Hit: * 35% chance for lightning to arc to a second target Metallic These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
| Light source | brass lantern 'Swampsnake'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Str +1 Dex +2 Cun offense ------ Damage +3% nature On-Hit (Melee): * 10% chance to slow global speed by 45% defense ------ Physical save +5 (+3 eff.) Healmod +11% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Poredhera (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil offense ------ Mindpower +3 (+2 eff.) Ignore resists +5% mind defense ------ Armor +3 Fatigue +5% Unlife -40.00 life Life Regen +2.00 Confus Resist +20% Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (2 def, 3 armour)1.5 Encumbrance T2 hands armor [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +6% Mindpower +6 (+3 eff.) Damage +10% nature Ignore resists +10% nature defense ------ Armor +3 Defense +2 (+1 eff.) Spell save +6 (+5 eff.) Life +40.00 Unarmed combat: Weapon Damage 117% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Ignore Armor +8 Critical Rate +6.0% Attack Speed 83% On-hit +12 silence Can't be worn by those with arcane powers. Metallic Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Aerytira the Flashpunish [power 1] (6/22 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce armor by 10% defense ------ Resistance +6% acid +6% fire Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Duvydas0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +24% acid Ignore resists +5% acid When Hit 4 acid 2 mind defense ------ Resistance +6% acid Mind save +6 (+3 eff.) Confus Resist +23% Rings make your fingers look great! |
| On fingers | Islathra the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +9% blight Ignore resists +20% acid Accuracy +8 (+3 eff.) Ignore Armor +8 On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 * 10% chance to reduce armor by 10% defense ------ Defense +8 (+3 eff.) Resistance +9% blight Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Ravenbraid the rough leather sling4.0 Encumbrance T1 sling 1H weapon [Rare] Arcane Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Attack Speed 100% Range +6 On-ranged-hit +4 physical +5 cold On-Hit, radius 1 +4 fire While equipped: Stats +1 Str offense ------ Damage +9% cold defense ------ Resistance +6% darkness other ------- Reload +2 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Gamitha the Shadownail1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +4 Str offense ------ Damage +6% mind Ignore resists +5% darkness defense ------ Crit Resistance 5.00% Life Regen +0.60 Healmod +11% A belt that goes around your waist. |
| In off hand | Earastir (0 def, 4 armour, 114% power, 44 block)7.0 Encumbrance T2 shield armor [Random Unique] Nature When used to Attack: Weapon Damage 114% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +44 On-Hit, radius 1 +10 fire While equipped: offense ------ On-Hit 5 lightning 6 fire Damage +3% acid When Hit 1 lightning 3 fire 2 mind defense ------ Armor +4 Fatigue +8% Resistance +10% acid +6% cold +5% fire +6% mind +6% lightning other ------- Talents +1 Block Metallic Handheld deflection devices. |
| Cloak | Hathinarikor the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +20% mind When Hit 6 mind defense ------ Defense +1 (+1 eff.) Resistance +3% cold +3% temporal Life +76.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+2 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 17 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 9.74 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Inventory
regeneration infusion of the titan (heal 210; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 210 life over 5 turns. Its effects scale with your Constitution 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 of the warrior (res 20%; mental; dur 3; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 36; dur 4; cd 21)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 35.65 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 225; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 225 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
starlit copper amulet of dexterity (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +10% light +10% darkness Blind Resist +23% Amulets make your neck look great! |
Yvivea0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +3 Str +4 Mag +2 Wil offense ------ Spellpower +15 (+6 eff.) Damage +6% arcane other ------- Mana/turn +0.04 Amulets make your neck look great! |
Rhalach0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Wil offense ------ Physical Crit +2.0% Accuracy +5 (+2 eff.) defense ------ Mind save +8 (+4 eff.) Confus Resist +23% other ------- Max stamina +10.00 Light +3 Rings make your fingers look great! |
ash vilestaff (111% power, 3 apr, acid element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Normal] Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short ash vilestaff (111% power, 3 apr, acid element)5.0 Encumbrance T2 staff 1H weapon Reqs Mag 16 [Ego] Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Brightworth (120% power, 4 apr, fire element)5.0 Encumbrance T3 staff 1H weapon Reqs Mag 24 [Random Unique] Nature/Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Critical power +12.00% Spellpower +9 (+4 eff.) Damage +6% light +20% fire defense ------ Defense +7 (+3 eff.) Resistance +6% darkness Spell save +3 (+3 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 31.07 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. |
Cracklequencher (120% power, 4 apr, cold element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Critical power +13.00% Spellpower +9 (+4 eff.) Damage +20% cold Ignore resists +20% lightning +15% nature On-Hit (Melee): * 20% chance to reduce damage dealt by 16% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Belyrig' (120% power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Wil offense ------ Spell Crit +3% Spellpower +9 (+4 eff.) Mindpower +10 (+5 eff.) Damage +6% acid +20% physical When Hit 4 acid defense ------ Defense +8 (+3 eff.) Mind save +9 (+5 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 31.07 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. |
steel battleaxe of projection (125% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Psionic Weapon Damage 126% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Metallic Massive two-handed battleaxes. |
acidic steel greatmaul of crippling (134% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego+] Arcane/Master Weapon Damage 134% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: offense ------ Physical Crit +10.0% Metallic Massive two-handed mauls. |
steel greatsword of erosion (126% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Nature Weapon Damage 127% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +9 nature Metallic Massive two-handed swords. |
elemental steel longsword (109% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego+] Arcane Weapon Damage 109% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: offense ------ Damage +11% cold Ignore resists +5% cold Metallic Sharp, long, and deadly. |
steel longsword (110% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Normal] Weapon Damage 110% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Metallic Sharp, long, and deadly. |
steel longsword (116% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Normal] Weapon Damage 116% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Metallic Sharp, long, and deadly. |
acidic steel mace (111% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane Weapon Damage 111% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Metallic Blunt and deadly. |
steel mace (114% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Normal] Weapon Damage 114% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Metallic Blunt and deadly. |
Dedication (138% power, 6 apr)3.0 Encumbrance T3 mace 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Weapon Damage 138% Range: 1.0x-1.4x Uses 20% Cun, 90% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +20.0% Attack Speed 100% On-crit, radius 2 +50 manaburn arcane While equipped: defense ------ Resistance +15% arcane +20% blight Metallic It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
dwarven-steel mace 'Lelekalthorig' (132% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Rare] Nature Weapon Damage 133% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-crit, radius 2 +17 lightning +11 cold While equipped: offense ------ Move Speed +27% Ignore resists +10% lightning +6% cold defense ------ Resistance +1% physical +9% mind +6% nature Mind save +3 (+2 eff.) Silence Resist +20% Metallic Blunt and deadly. |
Earadin (123% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Disrupt Weapon Damage 123% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +12 acid On-crit, radius 2 +4 mind While equipped: defense ------ Resistance +9% acid +14% lightning +12% cold +9% fire +4% all Spell save +7 (+6 eff.) Healmod +5% Blind Resist +20% Teleport Resist +10% Metallic One-handed war axes. |
steel dagger of daylight (109% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 109% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 light Damage Against +8% Undead Metallic Sharp, short and deadly. |
vined mindstar (85% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Normal] Nature Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) other ------- 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. |
Falelin (94% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Cun +3 Dex offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Damage +3% mind defense ------ Resistance +15% acid Physical save +4 (+3 eff.) Spell save +3 (+3 eff.) Mind save +5 (+3 eff.) other ------- EQ when Hit +1.02 Light +1 Infravision +1 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. |
yew longbow 'Lisoseriada'4.0 Encumbrance T3 longbow 2H weapon [Rare] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 Projectile Speed +200% On-crit, radius 2 +12 acid While equipped: Stats +1 Str offense ------ Physical Crit +5.0% Damage +6% physical Accuracy +12 (+4 eff.) other ------- Reload +4 Longbows are used to shoot arrows at your foes. |
Nerivena (22/22, 117% power, 1 apr)3.0 Encumbrance T1 shot ammo [Rare] Arcane Weapon Damage 117% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +8.0% Capacity 22 Projectile Speed +200% On-ranged-hit +5 cold While equipped: other ------- Reload +1 Metallic Shots are used with slings to pummel your foes to death. |
pouch of steel shots (18/18, 122% power, 2 apr)3.0 Encumbrance T2 shot ammo [Normal] Weapon Damage 122% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 18 Metallic Shots are used with slings to pummel your foes to death. |
crackling steel shield of reflection (0 def, 4 armour, 104% power, 40 block)7.0 Encumbrance T2 shield armor [Ego+] Arcane When used to Attack: Weapon Damage 105% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 On-hit +11 lightning While equipped: Stats +2 Dex offense ------ When Hit 7 lightning defense ------ Armor +4 Fatigue +8% Resistance +10% lightning +13% light +11% darkness other ------- Talents +1 Block Metallic Handheld deflection devices. |
reinforced steel shield of the stars (0 def, 6 armour, 109% power, 71 block)7.0 Encumbrance T2 shield armor [Ego+] Arcane/Master When used to Attack: Weapon Damage 109% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +71 On-hit +10 light +12 darkness While equipped: Stats +2 Cun +1 Mag offense ------ Damage +11% light +10% darkness defense ------ Armor +6 Fatigue +8% Resistance +12% light +11% darkness other ------- Talents +1 Block Metallic Handheld deflection devices. |
steel shield of temporal resistance (+14%) (0 def, 4 armour, 115% power, 43 block)7.0 Encumbrance T2 shield armor [Ego] Nature When used to Attack: Weapon Damage 115% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +43 While equipped: offense ------ When Hit: * 11% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Fatigue +8% Resistance +14% temporal other ------- Talents +1 Block Metallic Handheld deflection devices. |
swashbuckler's steel shield of cold resistance (+15%) (0 def, 4 armour, 117% power, 41 block)7.0 Encumbrance T2 shield armor [Ego+] Master When used to Attack: Weapon Damage 117% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +41 While equipped: Stats +3 Str +3 Dex offense ------ Accuracy +4 (+2 eff.) defense ------ Armor +4 Fatigue +8% Resistance +15% cold other ------- Talents +1 Block Metallic Handheld deflection devices. |
spellwoven woollen robe of darkness (+21%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+2 eff.) Damage +14% darkness defense ------ Resistance +21% darkness +9% all Spell save +17 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of darkness (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +3 (+2 eff.) Damage +10% darkness defense ------ Resistance +15% darkness +9% all Spell save +17 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Erisin the Cloudstalker (30 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: offense ------ Damage +19% nature defense ------ Defense +30 (+10 eff.) Resistance +6% lightning +3% acid +31% nature +11% all Healmod +5% Disarm Resist +10% Pinning Resist +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Disrupt While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +13% nature +11% blight Metallic A suit of armour made of mail. |
impenetrable steel mail armour of clarity (2 def, 12 armour)14.0 Encumbrance T2 heavy armor [Ego] Master/Psionic While equipped: defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +12% Resistance +7% mind Mind save +10 (+5 eff.) Metallic A suit of armour made of mail. |
Huraldil the dwarven-steel mail armour (3 def, 13 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Random Unique] Master/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ On-Hit (Melee): * 20% chance to reduce armor by 10% defense ------ Armor +13 Defense +3 (+1 eff.) Fatigue +6% Resistance +6% blight +18% fire Physical save +7 (+4 eff.) Spell save +3 (+3 eff.) Mind save +12 (+6 eff.) Metallic A suit of armour made of mail. |
rejuvenating steel plate armour of clarity (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego] Nature/Psionic While equipped: defense ------ Armor +9 Fatigue +22% Resistance +6% mind Mind save +10 (+5 eff.) Life Regen +3.10 other ------- Stamina/turn +0.50 Metallic A suit of armour made of metal plates. |
steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Normal] While equipped: defense ------ Armor +9 Fatigue +22% Metallic A suit of armour made of metal plates. |
rough leather belt 'Coalpython'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck offense ------ Damage +6% darkness defense ------ Resistance +3% cold Stealth +7 Blind Resist +10% Disease Resist +10% Knockbk Resist +20% other ------- Disarm Traps +7 Infravision +4 A belt that goes around your waist. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Shinesweeper the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Cun +4 Dex offense ------ Physical Crit +8.0% Mind Crit +11% Mindpower +20 (+10 eff.) When Hit 4 acid other ------- Light +1 A belt that goes around your waist. |
Isletha the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +2 (+1 eff.) Mindpower +5 (+3 eff.) Damage +9% acid When Hit 2 mind defense ------ Defense +1 (+1 eff.) Fatigue -3% other ------- Psi when Hit +0.04 Hate-on-crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots 'Festerwrecker' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +7 Lck +4 Dex offense ------ Damage +6% lightning +12% fire +24% nature defense ------ Armor +3 Resistance +3% nature Stealth +8 A pair of boots made of leather. |
Xubrenne the pair of dwarven-steel boots (5 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Dex +2 Wil +2 Cun +3 Con offense ------ Critical power +15.00% Ignore Armor +2 defense ------ Armor +4 Defense +5 (+2 eff.) Fatigue +3% Crit Resistance 15.00% other ------- Stamina/turn +2.00 Metallic Disengage: Puts all charms on 13 turn cooldown Effective talent level: 3.0 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
corrosive hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 8 acid Damage +4% acid Accuracy +12 (+4 eff.) defense ------ Armor +2 Resistance +6% acid Unarmed combat: Weapon Damage 112% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +3 Critical Rate +9.0% Attack Speed 100% On-crit, radius 2 +7 acid On Hit: 10% Corrosive Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 7 cold Damage +4% cold defense ------ Armor +2 Resistance +5% cold Unarmed combat: Weapon Damage 117% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +6 ice On Hit: 10% Ice Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic dwarven-steel gauntlets of magic (+2) (0 def, 6 armour)1.5 Encumbrance T2 hands armor [Ego+] Arcane/Master While equipped: Stats +2 Mag offense ------ Damage +5% arcane defense ------ Armor +6 Fatigue +3% Mind save +9 (+5 eff.) Life +59.00 Unarmed combat: Weapon Damage 131% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +4 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +7 arcane On-crit, radius 2 +5 arcane On Hit: 10% Battle Shout level 3 Metallic Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Shadewyrd' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +4 Cun +1 Wil offense ------ Damage +11% mind Ignore resists +5% darkness When Hit 6 mind defense ------ Defense +1 (+1 eff.) Resistance +11% mind Mind save +15 (+8 eff.) A pointy cloth hat, very wizardly... |
Hailgrind (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Ignore resists +10% cold Accuracy +15 (+5 eff.) Ignore Armor +1 defense ------ Armor +4 Fatigue +4% Resistance +3% cold +3% physical +12% darkness +14% light other ------- Stamina/turn +1.00 Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
opal0.0 Encumbrance 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. |
iron pickaxe of endurance (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Wildspire [power 41] (6/17 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +3% lightning +3% nature +6% acid Ignore resists +20% nature defense ------ Resistance +9% nature Harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50% Puts all charms on 17 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
quick yew wand of lightning storm [power 218] (6/9 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 43 lightning damage and will be dazed for 1 turn (218 total damage) Puts all charms on 9 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH the Cornac Archer level 10
27th Haze 122nd year of Ascendancy at 10:49 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH the Cornac Archer level 10
10th Haze 122nd year of Ascendancy at 15:24 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH the Cornac Archer level 7
2nd Haze 122nd year of Ascendancy at 18:51 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH the Cornac Archer level 10
20th Haze 122nd year of Ascendancy at 02:37 see stats
Log
UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH lessens the pain.
UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH uses Infusion: Regeneration.
UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH starts regenerating health quickly.
Talent Block is ready to use.
Deadly Poison from Glorakira the white ooze hits UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH for 16 nature damage.
Something misses UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH.
Something misses UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH.
Something hits UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH for 31 physical, 4 darkness, 3 acid, 13 physical, 3 acid, (22 deflected), 16 physical, 4 darkness, (3 deflected), 0 acid, 15 physical, 3 acid (94 total damage).
UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH uses Block.
Talent Volley is ready to use.
Talent Steady Shot is ready to use.
Deadly Poison from Glorakira the white ooze hits UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH for (21 blocked), 0 nature (0 total damage).
UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH uses Venomous Strike.
UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH is stunned!
Something hits UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH for 16 physical, 3 acid, 57 physical, 4 darkness, 3 acid (84 total damage).
UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH is knocked back!
Something hits UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH for 4 cold damage.
UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH recovers sight.
Deadly Poison from Glorakira the white ooze hits UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH for 27 nature damage.
UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH slows down.
Yvytta the blue jelly's Slime Spit hits UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH for 74 cold damage.
UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH shoots!
Yvytta the blue jelly breathes lightning!
Glorakira the white ooze is stunned!
Yvytta the blue jelly hits UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH for 43 cold damage.
Yvytta the blue jelly hits Glorakira the white ooze for 100 cold, 0 lightning (100 total damage).
UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH the level 16 cornac archer was frozen and shattered into a million little shards to death by Yvytta the blue jelly on level 1 of Sandworm lair.
=====================
Damage dealt
=====================
81,384 physical
12,555 nature
6,656 cold
6,340 fire
1,293 lightning
1,228 acid
941 mind
=====================
Damage taken
=====================
12,971 physical
3,178 fire
3,028 lightning
2,459 nature
1,623 mind
1,617 cold
494 darkness
474 blight
468 acid
369 arcane
183 light
111 temporal












































































































