











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Ashes of Urh'Rok 1.7.4Official Expansion!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: Embers of Rage 1.7.4Official Expansion!Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Drem |
| Class | Writhing One |
| Level / Exp | 32 / 93% |
| Size | medium |
| Lifes / Deaths | Killed by Isiba the drem at level 32 on the 17th Shortage 123rd year of Ascendancy at 08:48 / 1 |
Primary Stats
| Strength | 25 (base 13) |
| Dexterity | 22 (base 10) |
| Constitution | 87 (base 60) |
| Magic | 71 (base 60) |
| Willpower | 14 (base 10) |
| Cunning | 26 (base 15) |
Resources
| Life | -44/1127 |
| Mana | 6/306 |
| Insanity | 71/100 |
| Healing Factor | 1.77987046281 |
| Regeneration | 16.463801780993 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +21.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 39 |
| Crit Chance | 28% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +21% |
| Lightning | +32% |
| Light | +30% |
| Darkness | +68% |
| Blight | +20% |
| Physical | +18% |
| Mind | +17% |
| All | +8% |
Offense: Damage Penetration
| Darkness | +53% |
| Light | +30% |
| Nature | +35% |
| Physical | +34% |
| Lightning | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 36 (49.574340358689%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 24 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 35%( 70%) |
| All | + 23%( 70%) |
| Darkness | + 35%( 70%) |
| Light | + 26%( 70%) |
| Temporal | + 35%( 70%) |
| Lightning | + 28%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Disarm Resistance | 27% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (4/4)
| 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 486 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 107 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 774% 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 195 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 4. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed naga tongue. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Ce'Ninn the Nightblast (0 def, 3 armour) =7 dex=3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +7 Dex dps ---------- Dmg.mod +6% cold Res.pen +20% darkness ----- def ----- Armour +3 Fatigue +2% HP.reg +2.00 Heal.mod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | void-walker's alchemist's lamp of the sun1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Dmg.mod +9% light ----- def ----- Resists +7% cold +9% darkness +6% temporal Affinity +5% light Def/telep +12 Res/telep +12% Dur/telep +11% ---------- misc Light +6 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 203.11 light damage. At talent level 3 you gain 30% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Skullcr.mult +2 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | iron torque of clear mind 'Shimmerwalker' [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +4 Mag +3 Cun +4 Con ----- def ----- Resists +6% lightning Crit.dmg- 5.00% ---------- misc Light +2 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-6 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 52.42 You won the Ring of Blood trial, and this is your reward. |
| On fingers | steel ring 'Noonqueen'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Con dps ---------- Mind.pwr +25 (+10 eff.) Dmg.mod +9% mind Res.pen +25% light ----- def ----- HP.reg +4.00 Stun/Frz- +31% ---------- misc Equi/ret +0.16 Infravis +3 Rings make your fingers look great! |
| Around waist | rough leather belt 'Woebraid' =25 respen=1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Res.pen +25% darkness +25% physical ----- def ----- Armour +6 Defense +6 (+3 eff.) Phys.save +12 (+4 eff.) ---------- misc Max.stam +30.00 Light +2 A belt that goes around your waist. |
| In main hand | Silina the Flashraven (129% power, 5 apr, darkness element)3.0 T4 staff 1H weapon [Random Unique] Nature/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Con dps ---------- Phys.crit +3.0% Spell.crit +14% Crit.mult +15.00% Spell.pwr +19 (+5 eff.) Dmg.mod +25% darkness Res.pen +5% light On Hit (Melee): * 20% chance to slow global speed by 50% * 10 arcane resource burn ----- def ----- Resists +6% darkness +9% temporal HP.reg +1.00 Heal.mod +22% ---------- misc Talents +1 Command Staff This staff offers 25% bonus to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
| On hands | Arthythad the Nimbusfiend (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Wil +4 Con dps ---------- Phys.crit +16.0% Spell.crit +13% Mind.crit +11% Crit.mult +14.00% Melee+ 6 cold Dmg.mod +24% lightning +7% cold Res.pen +5% lightning ----- def ----- Armour +3 Resists +8% cold Mind.save +6 (+3 eff.) Disarm- +27% ---------- misc Max.hate +2.00 Masteries +0.20 Technique/Grappling Unarmed combat: Power 140% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +14.0% Atk.spd 100% On Crit.r2 +9 ice On Hit: 10% Ice Breath 5 On Hit: 10% Disarm 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | cashmere robe 'Moldprophet' (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun dps ---------- Spell.crit +6% Mind.crit +3% Spell.pwr +19 (+5 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +23% darkness +10% physical +13% light +8% all Res.pen +9% physical +8% darkness +25% nature Melee Ret 2 acid ----- def ----- Resists +6% acid +3% nature +11% all ---------- misc Max.hate +8.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Duradragorn (1 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +2 Defense +1 (+1 eff.) Resists +3% light +1% physical Crit.dmg- 10.00% Die.at -20.00 life Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Isamira the Naturewisp =4 dex=0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +3 Str +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% Res.pen +10% nature Melee Ret 4 physical ----- def ----- Armour +10 Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Inventory
Rune of the Rift (206.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 222.48 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Islesewe the copper ring =4 dex=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +4 Dex dps ---------- Phys.crit +1.0% ----- def ----- Fatigue -5% Resists +6% lightning +5% arcane +3% darkness ---------- misc Max.enc +22 Rings make your fingers look great! |
Layerinne the Glittersever =2 wil=0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str +2 Dex +2 Mag +2 Wil dps ---------- Dmg.mod +18% light ----- def ----- Fatigue -6% ---------- misc Max.enc +24 Rings make your fingers look great! |
savior's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+5 eff.) Phys.save +9 (+3 eff.) Spell.save +9 (+5 eff.) Mind.save +9 (+5 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 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! |
Taintguile the stralite ring0.1 T4 ring jewelry [Random Unique] Arcane While equipped: Stats +6 Mag dps ---------- Melee+ 27 light Ranged+ 23 light Dmg.mod +6% temporal +14% light +6% nature Res.pen +20% nature +15% temporal ----- def ----- Spell.save +10 (+5 eff.) Blind- +25% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +5 See.Stealth +13 See.Invis +11 Rings make your fingers look great! |
surging yew starstaff of wizardry (120% power, 4 apr, light element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +16 (+4 eff.) S.pwr/crit +4 Dmg.mod +20% light ---------- misc Max.mana +51.00 Talents +1 Command Staff This staff offers 20% bonus to light damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Viperbrawn the elven-wood vilestaff (135% power, 5 apr, blight element)5.0 T4 staff 2H weapon [Random Unique] Arcane Power 135% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +15 (+4 eff.) S.pwr/crit +6 Dmg.mod +29% blight +6% nature +9% acid Res.pen +5% acid Melee Ret 4 nature ----- def ----- Resists +3% acid +9% nature ---------- misc Mana/turn +0.31 Max.mana +60.00 Talents +1 Command Staff This staff offers 29% bonus to blight damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Strikebone the steel battleaxe (120% power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Nature Power 121% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +14 nature On Crit.r2 +16 lightning While equipped: Stats +3 Cun +12 Dex ----- def ----- Resists +12% lightning ---------- misc Light +3 Massive two-handed battleaxes. |
flaming dwarven-steel battleaxe of massacre (155% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane/Master Power 155% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +17 fire Massive two-handed battleaxes. |
truestriking stralite greatsword (156% power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Master Power 156% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +24 (+8 eff.) Apr +13 Massive two-handed swords. |
Ashvice the stralite longsword (153% power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Random Unique] Nature/Disrupt/Master Power 154% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +13 nature On Hit.r1 +8 acid On Crit.r2 +12 acid On Hit: * 18 arcane resource burn While equipped: dps ---------- Res.pen +10% fire Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 39% Sharp, long, and deadly. |
truestriking stralite longsword of massacre (150% power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Master Power 150% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +8 (+2 eff.) Apr +11 Sharp, long, and deadly. |
thought-forged dwarven-steel mace of paradox (135% power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane/Psionic Power 135% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +7 mind +8 temporal On Hit: * 19% chance to reduce all saves and defense by 23 While equipped: Stats +3 Cun +1 Wil ----- def ----- Resists +8% temporal Blunt and deadly. |
flaming dwarven-steel waraxe of the mystic (121% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +9 fire While equipped: Stats +6 Mag +4 Wil dps ---------- Spell.pwr +8 (+2 eff.) One-handed war axes. |
chilling steel dagger of evisceration (101% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane/Master Power 101% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +10 cold On Crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+3 eff.) Sharp, short and deadly. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
acidic stralite dagger of daylight (132% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Arcane Power 132% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +15 light Against +9% Undead On Crit: * Splash the target with acid dealing 170 damage over 5 turns and reducing armor and accuracy by 22 Sharp, short and deadly. |
truestriking stralite dagger of crippling (132% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Master Power 133% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Res.pen +8% physical Acc +10 (+3 eff.) Apr +11 Sharp, short and deadly. |
harmonious pulsing mindstar (107% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Power 107% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +6% nature Res.pen +5% nature ----- def ----- Resists +5% nature ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony 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. |
wyrm's pulsing mindstar of frost (107% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature Power 107% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 3 lightning 7 physical 16 cold 3 fire 4 acid Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +9 Resists +3% lightning +5% physical +10% cold +3% acid +4% fire ---------- misc 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. |
barbed quiver of ash arrows of amnesia (14/14, 138% power, 7 apr)3.0 T2 arrow ammo [Ego++] Master/Psionic Power 138% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 14 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
sentry's quiver of ash arrows of vileness (48/48, 125% power, 13 apr)3.0 T2 arrow ammo [Ego+] Arcane Power 125% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +13 Crit +1.5% Capacity 48 Rld cld 3 Ranged+ +11 blight On Hit: * 14% chance to reduce strength, dexterity, and constitution by 29 Arrows are used with bows to pierce your foes to death. |
Rainlord (16/16, 145% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Rare] Arcane Power 146% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 16 Ranged+ +8 nature +20 arcane On Hit.r1 +12 nature +16 arcane On Crit.r2 +16 nature +8 fire On Hit: * 20% chance to slow global speed by 50% * 25% chance for lightning to strike from the target to a second target dealing 102 damage Shots are used with slings to pummel your foes to death. |
wrathful steel shield of shrapnel (0 def, 4 armour, 39 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 153 light and fire damage to each enemy blocked * Cause enemies within radius 6 to bleed for 150 physical damage over 5 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +7% light +7% fire ---------- misc Talents +1 Block Handheld deflection devices. |
acidic stralite shield of acid resistance (+23%) (0 def, 8 armour, 146 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 acid Melee Ret 5 acid ----- def ----- Armour +8 Fatigue +8% Resists +23% acid ---------- misc Talents +1 Block Handheld deflection devices. |
dreamer's Rags of the Sanctuary of Linaniil (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane/Psionic While equipped: dps ---------- Spell.crit +6% Spell.pwr +16 (+4 eff.) ----- def ----- Resists +11% darkness +11% mind +7% all Phys.save +11 (+3 eff.) Spell.save +11 (+6 eff.) Mind.save +21 (+11 eff.) ---------- misc Mana/turn +0.14 Max.mana +47.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Tideblur' (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+2 eff.) Dmg.mod +38% blight +9% cold Res.pen +15% lightning Melee Ret 4 cold ----- def ----- Resists +38% blight +6% cold +9% lightning +15% all Mind.save +26 (+13 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betarerin the Fireburst (6 def, 4 armour) =7 wil=9.0 T2 light armor [Rare] Master While equipped: Stats +2 Dex +7 Wil +3 Cun dps ---------- Dmg.mod +3% fire Melee Ret 4 fire ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +15% cold Crit.dmg- 5.00% A suit of armour made of leather. |
cured leather armour 'Pitchwire' (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +5 Dex +3 Con dps ---------- Crit.mult +10.00% ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +6% darkness +20% fire ---------- misc See.Invis +15 A suit of armour made of leather. |
cleansing hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +12% blight +11% nature +18% lightning A suit of armour made of leather. |
radiant hardened leather armour of resilience (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +14% blight +15% darkness Max.HP +38.00 ---------- misc Light +1 A suit of armour made of leather. |
searing reinforced leather armour of fire resistance (12 def, 7 armour)9.0 T4 light armor [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 10 acid 13 fire Melee Ret 11 acid 11 fire ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +23% acid +38% fire A suit of armour made of leather. |
Runidunathel (2 def, 14 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: ----- def ----- Armour +14 Defense +2 (+1 eff.) Fatigue +12% Resists +6% lightning +15% fire +6% mind +5% arcane Mind.save +12 (+6 eff.) Silence- +20% A suit of armour made of mail. |
cleansing steel mail armour of clarity (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +11% blight +12% nature +6% mind Mind.save +12 (+6 eff.) A suit of armour made of mail. |
searing steel mail armour of delving (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +5 Str dps ---------- Melee+ 14 acid 10 fire Melee Ret 10 acid 10 fire ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +14% acid +12% fire +11% darkness +7% physical ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
enlightening stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Psionic While equipped: Stats +6 Cun +4 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Mind.save +18 (+9 eff.) A suit of armour made of mail. |
rough leather belt of burglary =4 dex=1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +6 Lck ----- def ----- Stealth +5 ---------- misc T.Disarm +7 Infravis +3 A belt that goes around your waist. |
rough leather belt of unlife =Breath=1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
cashmere cloak 'Lightningblight' (2 def, 0 armour) =21 acc=2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +15% lightning Acc +21 (+7 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -7% Resists +9% fire +5% arcane +12% darkness Spell.save +3 (+2 eff.) Max.HP +67.00 ---------- misc Max.stam +20.00 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 of Iron Throne (2 def, 7 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +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 'Pitchbreeze' (0 def, 1 armour) =24 dmg=2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +24% darkness ----- def ----- Armour +1 Resists +7% fire +2% physical +5% cold A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 33% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Aerakor the Cinderquell (0 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +7 Resists +3% cold +6% fire Max.HP +60.00 HP.reg +2.00 Heal.mod +20% Stun/Frz- +20% ---------- misc Infravis +2 A pair of boots made of leather. |
alchemist's hardened leather gloves of the iron hand (0 def, 2 armour) =6 wil=1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +2 Mag +6 Wil +3 Con dps ---------- Melee+ 4 acid 3 fire 5 cold 5 lightning ----- def ----- Armour +2 Disarm- +23% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 117% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 ice +9 fire +12 acid +12 lightning On Hit: 10% Disarm 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 119% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
drakeskin leather gloves 'Nozor' (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Disrupt/Psionic While equipped: Stats +3 Str +2 Wil dps ---------- Phys.pwr +7 (+3 eff.) Mind.pwr +25 (+10 eff.) Acc +19 (+6 eff.) Apr +12 On Melee Ret: * 22 arcane resource burn ----- def ----- Armour +3 Resists +9% blight Phys.save +9 (+3 eff.) Spell.save +35 (+17 eff.) Mind.save +15 (+8 eff.) Disarm- +42% ---------- misc Max.hate +4.00 Unarmed combat: Power 131% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +17 Crit +5.0% Atk.spd 100% On Hit: 10% Perfect Control 5 On Hit: * 20% chance to reduce armor by 39% * 20% chance to slow global speed by 50% * 29 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tempestrune the iron gauntlets (0 def, 1 armour) =20 crit mult=1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Spell.crit +2% Crit.mult +20.00% Phys.pwr +7 (+3 eff.) S.pwr/crit +4 Dmg.mod +9% lightning Melee Ret 6 lightning ----- def ----- Armour +1 Fatigue +1% ---------- misc Mana/s.crit +2.00 Unarmed combat: Power 110% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
sand iron gauntlets of dexterity (+3) (0 def, 7 armour) =3 dex=1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 physical Dmg.mod +3% physical Acc +10 (+3 eff.) ----- def ----- Armour +7 Fatigue +1% Unarmed combat: Power 100% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +7.0% Atk.spd 83% On Hit.r1 +6 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Brightbrand' (1 def, 0 armour) =4 cun=2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Cun +1 Mag dps ---------- Dmg.mod +11% nature +6% light ----- def ----- Defense +1 (+1 eff.) Resists +16% nature Crit.dmg- 10.00% ---------- misc Infravis +3 A pointy cloth hat, very wizardly... |
Harakor the rough leather cap (0 def, 1 armour) =6 dex=2.0 T1 head armor [Rare] Master While equipped: Stats +6 Dex +3 Con dps ---------- Phys.crit +2.0% ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/turn +3.00 A cap made of leather. |
hardened leather cap 'Sootbiter' (0 def, 3 armour) =30 dmg=2.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Dmg.mod +30% darkness Res.pen +10% light On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Armour +3 Fatigue +3% Resists +7% blight Mind.save +8 (+4 eff.) ---------- misc Light +3 A cap made of leather. |
insulating hardened leather cap of precognition (5 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +4 Cun dps ---------- Acc +7 (+2 eff.) On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +5 (+3 eff.) Fatigue +3% Resists +7% fire +8% cold A cap made of leather. |
Lelondur the iron helm (0 def, 5 armour) =20 acc=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Acc +20 (+6 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +5% arcane +3% physical ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Rhikhad the Glarewolf (15 def, 9 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +9 Defense +15 (+8 eff.) Fatigue +5% Resists +11% light +11% darkness Die.at -80.00 life ---------- misc Stam/turn +2.00 Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
479 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern 'Earotorain'2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Melee Ret 12 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +2 Resists +6% fire +3% nature +6% mind Silence- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Aruda (dig speed 38 turns) =Light=3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +4 Mag +3 Cun dps ---------- Dmg.mod +6% arcane Res.pen +5% arcane ----- def ----- Fatigue -5% Resists +5% arcane ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Kilnreeve (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +3% fire ----- def ----- Crit.dmg- 5.00% Max.HP +20.00 ---------- misc Max.stam +16.00 Infravis +3 See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
evasive dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Gain 14% evasion for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Zobar the Purevenom [power 110] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +12% mind Sting an enemy dealing 119 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Drem the Drem Writhing One level 10
26th Profit 122nd year of Ascendancy at 01:22 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Drem the Drem Writhing One level 23
4th Stralite 123rd year of Ascendancy at 12:49 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Drem the Drem Writhing One level 31
1st Loss 123rd year of Ascendancy at 19:01 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Drem the Drem Writhing One level 32
25th Loss 123rd year of Ascendancy at 22:24 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Drem the Drem Writhing One level 10
12nd Profit 122nd year of Ascendancy at 12:56 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Drem the Drem Writhing One level 20
10th Dearth 122nd year of Ascendancy at 09:21 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Drem the Drem Writhing One level 30
33rd Dearth 123rd year of Ascendancy at 09:26 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Drem the Drem Writhing One level 21
24th Dearth 122nd year of Ascendancy at 13:00 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Drem the Drem Writhing One level 13
1st Wealth 122nd year of Ascendancy at 08:28 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Drem the Drem Writhing One level 32
17th Shortage 123rd year of Ascendancy at 04:49 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Drem the Drem Writhing One level 8
21st Voratun 122nd year of Ascendancy at 09:57 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Drem the Drem Writhing One level 8
23rd Voratun 122nd year of Ascendancy at 15:10 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Drem the Drem Writhing One level 21
11st Iron 123rd year of Ascendancy at 17:23 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Drem the Drem Writhing One level 17
12nd Wealth 122nd year of Ascendancy at 04:27 see stats
Log
Drem HEALS from light damage!
Something hits Drem for (77 absorbed), 0 light (0 total damage).
Something performs a melee critical strike against Drem!
Your shield crumbles under the damage!
The shield around Drem crumbles.
Drem resists the stun!
Something performs a melee critical strike against Drem!
Drem resists the shield bash!
Drem is poisoned!
Something steals healing from Drem!
Drem HEALS from light damage!
Something hits Drem for 26 light damage.
Something hits Drem for 42 physical, 65 physical, 10 light, 12 fire (129 total damage).
Something hits Drem for (65 absorbed), 294 physical, 7 physical (301 total damage).
Something hits Drem for 36 light damage.
Bleeding from Xanirin the poison ooze hits Drem for 80 physical damage.
Poison from Adalle the brecklorn hits Drem for 24 nature damage.
Something steals healing from Drem!
Something misses Drem.
Something steals healing from Drem!
Drem HEALS from light damage!
Something hits Drem for 67 light damage.
Something steals healing from Drem!
Something hits Drem for 95 blight damage.
Something hits Drem for 48 physical damage.
Something steals healing from Drem!
Something hits Drem for 103 darkness damage.
Drem the level 32 drem writhing one was shadowed to death by Isiba the drem on level 1 of Dremshor Tunnels.
Decaying devourer no longer revels in blood quite so much.
Decaying devourer no longer revels in blood quite so much.






























































































































