










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: Portable Item Vault 1.7.4Add a portable item vault to your inventory! Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. 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:
True Full Respec Mastery Boost 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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 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: 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 | Male |
| Race | Doomelf |
| Class | Doombringer |
| Level / Exp | 17 / 42% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 17 on the 11st Dusk 122nd year of Ascendancy at 16:54 / 1 |
Primary Stats
| Strength | 66 (base 43) |
| Dexterity | 31 (base 10) |
| Constitution | 41 (base 15) |
| Magic | 70 (base 41) |
| Willpower | 48 (base 10) |
| Cunning | 39 (base 11) |
Resources
| Life | -185/421 |
| Stamina | 133/193 |
| Vim | 43/195 |
| Healing Factor | 1.2281403954777 |
| Regeneration | 0.30703509886943 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 9 |
| See Stealth | 57.760546832942 |
| See Invisible | 57.760546832942 |
Offense: Mainhand
| Damage | 146 |
| Accuracy | 55 |
| Crit Chance | 35% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +41% |
| All | +4% |
Offense: Damage Penetration
| Fire | +25% |
Defense: Base
| Armour (hardiness) | 88.905296311922 (100%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 20 |
| Physical Save | 37 |
| Spell Save | 43 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 54%( 70%) |
| Blight | + 39%( 70%) |
| Physical | + 30%( 70%) |
| Cold | + 59%( 70%) |
| All | + 29%( 70%) |
| Lightning | + 53%( 70%) |
| Temporal | + 33%( 70%) |
| Darkness | + 43%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Fear Resistance | 100% |
| Stun Resistance | 22% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 663% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 120 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Corruption / Torture | 5.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Corruption / Fearfire | 5.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 5.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Corruption / Heart of Fire | 5.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Brutality | 5.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Wrath | 5.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 5.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 5.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 5.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Oppression | 5.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Demonic strength | 5.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Corruption / Hexes | 5.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 5.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 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 |
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 worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed green worm. * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * '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.' | 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 |
Equipment
| On feet | Cleansefiend the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +9% fire When Hit 2 acid On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Armor +1 Resistance +6% lightning +6% temporal +3% fire +3% nature +9% acid A pair of boots made of leather. |
| Light source | Eilinoyann the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +2 Con offense ------ Physical Power +10 (+2 eff.) Accuracy +15 (+5 eff.) defense ------ Unlife -20.00 life other ------- Light +5 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 | iron helm 'Abyssnight' (0 def, 4 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +4 Fatigue +5% Resistance +2% physical +9% fire other ------- Stamina/turn +3.00 Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | sapper's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun offense ------ Accuracy +4 (+2 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | psionicist's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil offense ------ Physical Power +7 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +6 (+2 eff.) defense ------ Mind save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | painweaver's copper ring of warding0.1 Encumbrance T1 ring jewelry [Ego++] Arcane/Master While equipped: offense ------ Physical Power +6 (+1 eff.) Spellpower +6 (+2 eff.) Mindpower +7 (+2 eff.) Damage +4% all defense ------ Resistance +12% acid +12% fire +10% lightning +11% cold Rings make your fingers look great! |
| Around waist | Emelayabeth the Heattreason1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +3% fire On-Hit (Melee): * 10% chance to reduce all saves and defense by 26 defense ------ Armor +5 Defense +15 (+5 eff.) Resistance +6% lightning Crit Resistance 5.00% Create a temporary shield that absorbs 179 damage Puts all charms on 18 turn cooldown A belt that goes around your waist. |
| In main hand | Khulmanar's Wrath (70-105 power, 8 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Unique] Arcane Weapon Damage 70.0 - 105.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +8.0% Attack Speed 100% On-hit +50 fire Damage Conversion 20% fire While equipped: offense ------ Damage +20% fire Ignore resists +25% fire defense ------ Resistance +20% fire The wearer is treated as a demon. Infernal Breath: Effective talent level: 3.0 Power cost 21 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 182.01 fire damage, and flames will be left dealing a further 42.20 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. This item has been sent to the Item's Vault. |
| On hands | Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 5 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 71.17 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | The Black Plate (25 def, 35 armour)17.0 Encumbrance T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con offense ------ Physical Power +10 (+2 eff.) defense ------ Armor +35 Defense +25 (+8 eff.) Fatigue +15% Resistance +15% acid +20% darkness +15% blight +25% fire +20% cold Physical save +15 (+6 eff.) Spell save +25 (+8 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Oppression +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat Shadow Power +10 Grants physical power equal to your Shadow Power. Link of Pain: (Instant) Effective talent level: 3.6 Power cost 9 out of 15/15. Range 7 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 66% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" This item has been sent to the Item's Vault. |
| Cloak | thick linen cloak of the Shaloren (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +2 Wil defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +12% lightning Stun Resist +22% Amulets make your neck look great! |
Inventory
healing infusion (heal 47; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 47 then cleanse 1 wound, poison, and disease effect. 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 |
heroism infusion of the psychic (die at -431; dur 6; cd 34)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 34 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -431 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 861 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 29%; mental; dur 4; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 4 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. |
blink rune (range 4; phase 12; cd 20)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
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 of the wizard (damage 210; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 210.08 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 11; resist 16%; move 37%; dur 5; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 16% all resistance, you move 37% faster, and you are invisible (power 11). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 106; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 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 106 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 167; 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 167 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
Brodaresus the Gloomwilder (15-18 power, 3 apr, light element)5.0 Encumbrance T2 staff 2H weapon [Rare] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Str +2 Mag +6 Wil offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% light Ignore resists +10% darkness +15% blight On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Defense +7 (+2 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 turn cooldown Effective talent level: 1.0 Power cost 4 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 82.21 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. |
Dagafang the Hailquencher (15-18 power, 3 apr, fire element)3.0 Encumbrance T2 staff 1H weapon [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag +5 Wil offense ------ Spell Crit +9% Critical power +27.00% Spellpower +6 (+2 eff.) Damage +6% cold +15% fire Ignore resists +10% cold When Hit 8 mind other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen ash vilestaff of protection (15-18 power, 3 apr, acid element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag 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 (+2 eff.) Damage +15% acid defense ------ Armor +4 Hardiness +4% Resistance +8% acid Physical save +2 (+1 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel battleaxe 'Oakmight' (25-38 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Nature Weapon Damage 25.0 - 37.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +16 nature While equipped: offense ------ When Hit 4 temporal On-Hit (Melee): * 10% chance to slow global speed by 53% * 20% chance to reduce all saves and defense by 26 defense ------ Resistance +12% mind +9% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Massive two-handed battleaxes. |
dwarven-steel battleaxe of daylight (30-44 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego] Arcane Weapon Damage 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +10 light Damage Against +23% Undead Massive two-handed battleaxes. |
flaming iron greatmaul (16-23 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Arcane Weapon Damage 15.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-Hit, radius 1 +9 fire Massive two-handed mauls. |
Layudabreda the Fogspiker (41-62 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +13 light +4 darkness Damage Against +23% Undead On-crit, radius 2 +7 fire While equipped: offense ------ Global Speed +6% Damage +12% temporal Ignore resists +13% fire Accuracy +12 (+4 eff.) When Hit 6 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 22% defense ------ Defense +7 (+2 eff.) Disarm Resist +34% Massive two-handed mauls. |
iron greatsword (14-22 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 13.5 - 21.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
arcing steel greatsword of massacre (32-51 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 32.0 - 51.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 90 damage Massive two-handed swords. |
balanced dwarven-steel greatsword of daylight (36-57 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +13 light Damage Against +7% Undead While equipped: offense ------ Accuracy +12 (+4 eff.) defense ------ Defense +12 (+4 eff.) Disarm Resist +41% Massive two-handed swords. |
balanced steel longsword of erosion (15-21 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Nature/Master Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 nature While equipped: offense ------ Accuracy +8 (+3 eff.) defense ------ Defense +7 (+2 eff.) Disarm Resist +20% Sharp, long, and deadly. |
steel mace 'Tidespire' (14-19 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Nature Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +8 nature While equipped: offense ------ Damage +15% fire Ignore resists +10% fire defense ------ Resistance +18% blight +15% cold Blunt and deadly. |
elemental dwarven-steel mace (27-38 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego+] Arcane Weapon Damage 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * Create an explosion dealing 90 acid damage (1/turn) While equipped: offense ------ Damage +7% acid Ignore resists +5% acid Blunt and deadly. |
plaguebringer's steel waraxe (13-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Arcane Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +6 blight On Hit: 20% Epidemic level 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 26 While equipped: defense ------ Disease Resist +14% One-handed war axes. |
Eremildil (24-34 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 24.5 - 34.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +5.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 90 damage On Critical: * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 While equipped: offense ------ Physical Power +10 (+2 eff.) Ignore resists +7% all Accuracy +12 (+4 eff.) Ignore Armor +11 One-handed war axes. |
Boltwar the steel dagger (20-27 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 20.5 - 26.7 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +20 blight On-crit, radius 2 +16 lightning While equipped: offense ------ Mind Crit +3% When Hit 4 lightning other ------- Max psi +20.00 Sharp, short and deadly. |
Hellkiller (12-16 power, 19 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Arcane Weapon Damage 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +19 Critical Rate +5.0% Attack Speed 100% Ignore Shields +12% On-Hit, radius 1 +8 fire On Hit: * 20% chance to reduce all saves and defense by 26 While equipped: offense ------ Ignore resists +20% fire +25% temporal defense ------ Resistance +6% temporal Sharp, short and deadly. |
truestriking dwarven-steel dagger (16-20 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Master Weapon Damage 15.5 - 20.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +6 (+2 eff.) Ignore Armor +7 Sharp, short and deadly. |
warbringer's dwarven-steel dagger of the mystic (18-23 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +1 Mag +1 Wil +3 Con offense ------ Physical Power +7 (+2 eff.) Spellpower +6 (+2 eff.) Ignore resists +5% physical defense ------ Disarm Resist +19% Sharp, short and deadly. |
mitotic vined mindstar (5-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +7.0% Attack Speed 100% On Hit: * 9% chance to slow global speed by 53% * 8% chance to reduce armor by 36% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) other ------- Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 turn cooldown 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. |
blooming thorny mindstar of resolve (10-10 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun 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 +4 Wil offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) defense ------ Spell save +3 (+1 eff.) Healmod +12% Heal-on-summon +10 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. |
nature's thorny mindstar of flames (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun 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: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Global Speed +2% On-Hit 7 fire Damage +4% nature +8% fire Ignore resists +9% fire defense ------ Resistance +5% blight +5% fire Disease Resist +13% 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. |
swiftstrike steel steamgun4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +800% Uses 2.0 Steam While equipped: Stats +1 Cun offense ------ Combat Speed +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel steamgun of piercing4.0 Encumbrance T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Ignore resists +6% all Accuracy +9 (+3 eff.) Ignore Armor +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Frozen Shards (25/25, 32-38 power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 32.0 - 38.4 Ice Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
exposing steel shield of the stars (0 def, 4 armour, 35 block)7.0 Encumbrance T2 shield armor [Ego+] Arcane/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Cun +5 Mag offense ------ Damage +12% light +11% darkness On-Hit (Melee): * 6% chance to reduce all saves and defense by 26 When Hit: * 12% chance to reduce all saves and defense by 26 defense ------ Armor +4 Fatigue +8% Resistance +11% light +12% darkness other ------- Talents +1 Block Handheld deflection devices. |
flaming steel shield of mind resistance (+13%) (0 def, 4 armour, 38.5 block)7.0 Encumbrance T2 shield armor [Ego] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 5 fire When Hit 3 fire defense ------ Armor +4 Fatigue +8% Resistance +13% mind other ------- Talents +1 Block Handheld deflection devices. |
steel shield of acid resistance (+17%) (0 def, 4 armour, 38.5 block)7.0 Encumbrance T2 shield armor [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% Resistance +17% acid other ------- Talents +1 Block Handheld deflection devices. |
Tigar the Duathelpain (6 def, 7 armour)9.0 Encumbrance T2 light armor [Rare] Nature While equipped: Stats +3 Wil offense ------ Critical power +20.00% On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Armor +7 Defense +6 (+2 eff.) Fatigue +7% Resistance +8% acid +8% cold other ------- Max psi +20.00 Breathe water A suit of armour made of leather. |
prismatic hardened leather armour of Toknor (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Arcane/Master While equipped: offense ------ Physical Crit +3.0% Critical power +12.00% Physical Power +6 (+1 eff.) defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +12% light +10% darkness A suit of armour made of leather. |
radiant hardened leather armour of acid resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Nature/Master While equipped: Stats +2 Wil defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +10% blight +15% darkness +18% acid other ------- Light +1 A suit of armour made of leather. |
rejuvenating hardened leather armour of acid resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +20% acid Life Regen +4.30 other ------- Stamina/turn +1.10 A suit of armour made of leather. |
volcanic hardened leather armour of cold resistance (9 def, 11 armour)9.0 Encumbrance T3 light armor [Ego+] Nature/Master While equipped: offense ------ On-Hit 7 fire On-Ranged-Hit 6 fire defense ------ Armor +11 Defense +9 (+3 eff.) Fatigue +8% Resistance +15% physical +15% fire +16% cold A suit of armour made of leather. |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
Belana (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Rare] Arcane While equipped: offense ------ On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Resistance +12% temporal +3% cold +13% darkness +12% light Mind save +6 (+3 eff.) Teleport Resist +20% A suit of armour made of mail. |
enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego+] Psionic While equipped: Stats +6 Cun +4 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Mind save +13 (+7 eff.) A suit of armour made of mail. |
enlightening dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego+] Psionic While equipped: Stats +5 Cun +7 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +7% mind Mind save +27 (+13 eff.) A suit of armour made of mail. |
Infernogrinder the iron plate armour (0 def, 7 armour)17.0 Encumbrance T1 massive armor [Rare] Psionic While equipped: offense ------ Damage +3% cold Ignore resists +15% arcane defense ------ Armor +7 Fatigue +22% Resistance +12% fire +6% mind +5% arcane Mind save +10 (+5 eff.) A suit of armour made of metal plates. |
nightruned rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight +6% light +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
noble's rough leather belt of recklessness1.0 Encumbrance T1 belt armor [Ego++] Master While equipped: Stats +4 Cun +4 Wil offense ------ Physical Crit +3.0% Critical power +6.00% Physical Power +3 (+1 eff.) Against +16% Summoned defense ------ Resist Against +17% Summoned A belt that goes around your waist. |
linen cloak of battle (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +1.0% Physical Power +1 (+0 eff.) defense ------ Defense +1 (+0 eff.) Fatigue -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak of fog (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +2 Dex offense ------ Accuracy +4 (+2 eff.) Ignore Armor +3 defense ------ Defense +6 (+2 eff.) Resistance +10% light +11% fire Stealth +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak (2 def, 7 armour)2.0 Encumbrance T3 cloak armor [Ego] Master While equipped: defense ------ Armor +7 Defense +2 (+0 eff.) Resistance +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of disengagement (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex defense ------ Armor +1 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 1.0 Power cost 9 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 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 71% 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. A pair of boots made of leather. |
naturalist's rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 nature Damage +4% nature defense ------ Armor +1 Resistance +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 8 fire Damage +4% fire defense ------ Armor +2 Resistance +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
insulating cashmere wizard hat of madness (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Nature/Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Mind Crit +5% defense ------ Defense +2 (+0 eff.) Resistance +7% fire +9% cold Mind save +13 (+7 eff.) Hateful Whisper: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 102 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.3 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 2 tiles if one is available; beyond this, all affected targets have a 21% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Xytha the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +3 Mag +4 Wil +7 Con +8 Lck offense ------ Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Physical Power +8 (+2 eff.) defense ------ Armor +3 Fatigue +3% Resistance +8% physical Crit Resistance 15.00% Physical save +8 (+4 eff.) A cap made of leather. |
hardened leather cap of knowledge (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Mindpower +4 (+1 eff.) defense ------ Armor +3 Fatigue +3% A cap made of leather. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
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 (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
Item Vault (Portable) Item Vault (Portable)0.0 Encumbrance vault [Plot Item] Unknown Access item vault. Uses 1 power out of 1/1 A mysterious item with a connection to a distant realm. But why does it look like the portable mirror...? |
Achievements
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Mekosasdie the Doomelf Doombringer level 1
74th Pyre 122nd year of Ascendancy at 11:08 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Mekosasdie the Doomelf Doombringer level 7
76th Pyre 122nd year of Ascendancy at 12:22 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mekosasdie the Doomelf Doombringer level 10
78th Pyre 122nd year of Ascendancy at 02:26 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Mekosasdie the Doomelf Doombringer level 9
77th Pyre 122nd year of Ascendancy at 18:20 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Mekosasdie the Doomelf Doombringer level 11
10th Mirth 122nd year of Ascendancy at 00:35 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Mekosasdie the Doomelf Doombringer level 15
10th Dusk 122nd year of Ascendancy at 05:57 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Mekosasdie the Doomelf Doombringer level 1
74th Pyre 122nd year of Ascendancy at 11:08 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mekosasdie the Doomelf Doombringer level 1
74th Pyre 122nd year of Ascendancy at 11:08 see stats
Log
Urkis, the High Tempest's armour is damaged!
Mekosasdie hits Umber hulk for 66 fire damage.
Mekosasdie hits Urkis, the High Tempest for 103 fire, 243 physical, 71 fire, 29 fire (445 total damage).
Mekosasdie killed Umber hulk!
Thunderstorm hits Mekosasdie for (9 abyssal shield), (9 absorbed), 0 lightning (0 total damage).
Burning from Mekosasdie hits Urkis, the High Tempest for 10 fire damage.
Mekosasdie receives 3 healing from Devouring flames from Mekosasdie.
Urkis, the High Tempest casts Nova.
Mekosasdie resists!
Urkis, the High Tempest hits Mekosasdie for (23 abyssal shield), (55 absorbed), 0 lightning (0 total damage).
Mekosasdie loses 21 health to the soulburn.
Hurricane from Urkis, the High Tempest hits Mekosasdie for (23 abyssal shield), (58 absorbed), 0 lightning (0 total damage).
Mekosasdie hits Urkis, the High Tempest for 29 fire damage.
Mekosasdie activates Fearscape.
You are taken to the Fearscape!
Thunderstorm hits Mekosasdie for (15 abyssal shield), (15 absorbed), 0 lightning (0 total damage).
Burning from Mekosasdie hits Urkis, the High Tempest for 10 fire damage.
Mekosasdie receives 3 healing from Devouring flames from Mekosasdie.
Mekosasdie is dazed!
Lava floor burns Urkis, the High Tempest!
Urkis, the High Tempest casts Lightning.
Your shield crumbles under the damage!
The shield around Mekosasdie crumbles.
Mekosasdie deactivates Fearscape.
Urkis, the High Tempest hits Mekosasdie for (21 abyssal shield), (5 absorbed), 203 lightning (203 total damage).
Fiery Aegis from Mekosasdie hits Urkis, the High Tempest for 90 fire damage.
Mekosasdie hits Urkis, the High Tempest for 59 fire damage.
Mekosasdie the level 17 doomelf doombringer was shocked to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 1 of Fearscape.
You are brought back from the Fearscape!













































































































