Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Lazy Unlocker 1.7.6Adds a menu item to permanently unlock everything. Probably only use this after you've unlocked all the things you wanted to unlock through normal play and just want to get everything else all at once. 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:
Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Doomelf |
Class | Cultist of Entropy |
Level / Exp | 23 / 25% |
Size | medium |
Lifes / Deaths | Killed by Planar Controller at level 3 on the 77th Pyre 122nd year of Ascendancy at 22:55 0 / 6Killed by Cyrokira the umber hulk at level 9 on the 4th Mirth 122nd year of Ascendancy at 16:58 Killed by Bethevena the dredgling at level 10 on the 8th Mirth 122nd year of Ascendancy at 02:15 Killed by Layodhenor the dreaming wolf at level 16 on the 9th Flare 122nd year of Ascendancy at 12:57 Killed by Nerunne the giant blue ant at level 21 on the 42nd Dusk 122nd year of Ascendancy at 10:19 Killed by Loazand the quasit at level 23 on the 45th Dusk 122nd year of Ascendancy at 03:04 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 64 (base 42) |
Magic | 71 (base 53) |
Willpower | 17 (base 10) |
Cunning | 17 (base 13) |
Resources
Life | -162/578 |
Insanity | 0/100 |
Healing Factor | 1.8693965053825 |
Regeneration | 11.683728158641 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 4 |
See Stealth | 7 |
See Invisible | 7 |
Offense: Mainhand
Damage | 35 |
Accuracy | 15 |
Crit Chance | 15% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Acid | +4% |
Blight | +3% |
Arcane | +8% |
Cold | +11% |
All | 0% |
Lightning | +9% |
Temporal | +6% |
Physical | +29% |
Mind | +9% |
Darkness | +13% |
Offense: Damage Penetration
Acid | +5% |
Temporal | +5% |
Arcane | +8% |
Mind | +5% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 31.479315022171 (30%) |
Defense | 8 |
Ranged Defense | 8 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 40 |
Mental Save | 31 |
Defense: Resistances
Acid | + 35%( 70%) |
Blight | + 30%( 70%) |
Cold | + 59%( 70%) |
All | + 21%( 70%) |
Darkness | + 56%( 70%) |
Temporal | + 31%( 70%) |
Lightning | + 33%( 70%) |
Mind | + 29%( 70%) |
Fire | + 41%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Pinning Resistance | 43% |
Disarm Resistance | 45% |
Confusion Resistance | 31% |
Silence Resistance | 22% |
Stun Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 48% |
Inscriptions (3/3)
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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 236 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Demented / Oblivion | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Madness | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Demented / Entropy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Nether | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Chronophage | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Void | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Calamity | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Doom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You 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. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 | pair of rough leather boots 'Ivudalaith' (5 def, 1 armour) pair of rough leather boots 'Ivudalaith' (5 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +1 Defense: +5 (+5 eff.) Changes damage: +9% physical Silence immunity: +22% Confusion immunity: +21% Stun/Freeze immunity: +25% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
Light source | Yvyra YvyraInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +9% acid / +9% nature / +3% blight Physical save: +6 (+2 eff.) Confusion immunity: +10% Life regen: +2.00 Only die when reaching: -20.00 life Light radius: +3 Healing mod.: +11% 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 | Tularab the linen wizard hat (1 def, 0 armour) Tularab the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 2 arcane Changes resistances: +6% temporal Critical mult.: +5.00% Mana each turn: +0.12 Maximum hate: +2.00 Infravision radius: +4 See stealth: +7 See invisible: +7 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 45% and attempts to push all creatures other than yourself out of its radius, inflicting 9.02 light damage and 10.19 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | iron pickaxe 'Murkpyre' (dig speed 36 turns) iron pickaxe 'Murkpyre' (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +3 Str / +1 Mag / +1 Wil / +7 Con Changes resistances penetration: +10% darkness Reduces incoming crit damage: 10.00% Mindpower: +5 (+2 eff.) Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 16 Damage (Melee): 11 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 16 Damage (Ranged): 8 physical Changes stats: +4 Cun Changes resistances: +9% lightning / +12% cold / +26% darkness Changes damage: +13% darkness / +9% lightning Disarm immunity: +25% Pinning immunity: +23% Knockback immunity: +24% Hate when firing a critical mind attack: +2.00 Maximum life: +27.00 Maximum hate: +7.00 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | Xerygama XerygamaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +6% lightning / +25% cold / +6% temporal Changes damage: +11% cold Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +24% Maximum life: +20.00 Rings make your fingers look great! |
Around waist | Glimmerqueen GlimmerqueenInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+4 eff.) Physical power: +20 (+10 eff.) Armour: +2 Damage when hit (Melee): 2 light Physical save: +6 (+2 eff.) Stamina each turn: +1.00 Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
In main hand | Kindlelore (20-24 power, 4 apr, physical element) Kindlelore (20-24 power, 4 apr, physical element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+4 eff.) Physical crit. chance: +6.0% Physical power: +7 (+4 eff.) Changes stats: +8 Con Changes resistances: +3% fire / +6% nature / +6% darkness Changes damage: +20% physical Talent granted: +1 Command Staff Life regen: +1.90 Spellpower: +21 (+7 eff.) Spell crit. chance: +5% Healing mod.: +29% Staves designed for wielders of magic, by the greats of the art. |
On hands | Ashtrial (0 def, 1 armour) Ashtrial (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 acid Damage when hit (Melee): 6 fire Changes resistances: +8% acid / +12% fire / +3% nature Changes resistances penetration: +5% acid Changes damage: +4% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | dreamer's woollen robe of life (0 def, 0 armour) dreamer's woollen robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +8% blight / +12% darkness / +10% mind / +9% all Physical save: +11 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +21 (+10 eff.) Life regen: +2.10 Maximum life: +50.00 Healing mod.: +12% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Eremothad the cashmere cloak (2 def, 0 armour) Eremothad the cashmere cloak (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 25 Changes stats: +2 Str / +4 Mag / +4 Wil / +3 Con Changes resistances penetration: +8% arcane / +5% mind Changes damage: +3% blight / +8% arcane / +9% mind Critical mult.: +13.00% Spell save: +8 (+3 eff.) Maximum mana: +89.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | steel amulet 'Samukath' steel amulet 'Samukath'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% fire / +11% cold Changes resistances penetration: +5% temporal Changes damage: +6% temporal Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +11 (+6 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
regeneration infusion of the titan (heal 308; 14 cd) regeneration infusion of the titan (heal 308; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 308 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 30%; mental; dur 4; cd 10) wild infusion of the wizard (res 30%; mental; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Tundramalice TundramaliceInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +10 (+5 eff.) Armour: +2 Damage when hit (Melee): 2 physical / 2 cold Changes stats: +4 Str Critical mult.: +10.00% Amulets make your neck look great! |
warrior's steel amulet of mastery (0.10 Demented / Chronophage) warrior's steel amulet of mastery (0.10 Demented / Chronophage)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +5% physical Talent mastery: +0.10 Demented / Chronophage Stamina each turn: +0.40 Amulets make your neck look great! |
Obsidianrazor ObsidianrazorInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +22% fire Changes resistances penetration: +5% fire Changes damage: +12% darkness / +11% fire Reduces incoming crit damage: 15.00% Infravision radius: +3 Rings make your fingers look great! |
mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. ShockbrawnShockbrawn Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes resistances: +8% blight / +24% fire / +8% nature / +9% lightning Changes damage: +12% fire Critical mult.: +5.00% Mental save: +7 (+4 eff.) Poison immunity: +14% Disease immunity: +16% Confusion immunity: +28% Only die when reaching: -40.00 life Rings make your fingers look great! |
Kor's Fall (10-12 power, 0 apr, fire element) Kor's Fall (10-12 power, 0 apr, fire element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 184.11 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (368). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
elm vilestaff (10-12 power, 2 apr, blight element) elm vilestaff (10-12 power, 2 apr, blight element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% blight Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff of fate (10-12 power, 2 apr, darkness element) elm vilestaff of fate (10-12 power, 2 apr, darkness element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Physical save: +6 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+3 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Porurithra' (15-18 power, 3 apr, acid element) ash vilestaff 'Porurithra' (15-18 power, 3 apr, acid element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% darkness / +7% temporal Changes damage: +15% acid Talent granted: +1 Command Staff Physical save: +8 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+4 eff.) Blindness immunity: +20% Disarm immunity: +10% Spellpower: +11 (+4 eff.) Spell crit. chance: +6% Defense after a teleport: +6 Resist all after a teleport: +7% New effects duration reduction after a teleport: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash vilestaff of illumination (15-18 power, 3 apr, fire element)ash vilestaff of illumination (15-18 power, 3 apr, fire element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 (+6 eff.) Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 77.02 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. |
This item will automatically be transmogrified when you leave the level. greater yew starstaff (20-24 power, 4 apr, light element)greater yew starstaff (20-24 power, 4 apr, light element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% physical / +20% temporal / +20% darkness / +20% light Talent granted: +1 Command Staff Spellpower: +13 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Murain the Stormvice (25-40 power, 2 apr)Murain the Stormvice (25-40 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 145 damage over 5 turns and reducing armor and accuracy by 19 Damage (radius 2) on crit: +16 lightning When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 16 Changes resistances: +6% mind Changes resistances penetration: +15% light Changes damage: +15% lightning Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Forestnaught (38-60 power, 2 apr)Forestnaught (38-60 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +12 nature / +12 fire When wielded/worn: Changes stats: +5 Wil Changes resistances: +12% acid / +6% temporal Changes resistances penetration: +25% mind Physical save: +6 (+2 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel mace of amnesia (14-20 power, 3 apr)steel mace of amnesia (14-20 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe of rage (19-27 power, 4 apr)dwarven-steel waraxe of rage (19-27 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +14 (+9 eff.) Changes stats: +6 Str Changes damage: +5% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level. wrathful dwarven-steel shield of shrapnel (0 def, 6 armour, 77.5 block)wrathful dwarven-steel shield of shrapnel (0 def, 6 armour, 77.5 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 123 physical damage over 5 turns (1/turn) * Deals 131 light and fire damage to each enemy blocked Changes resistances: +7% light / +7% fire Talent granted: +1 Block Handheld deflection devices. |
Rags of the Sanctuary (0 def, 0 armour) Rags of the Sanctuary (0 def, 0 armour)2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xanura the Eclipsetooth (0 def, 0 armour) Xanura the Eclipsetooth (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness Changes resistances: +16% acid / +3% light / +7% all Changes damage: +11% acid Cut immunity: +10% Confusion immunity: +20% Only die when reaching: -60.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xeredhetira the Darkbreacher (0 def, 0 armour) Xeredhetira the Darkbreacher (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +9% lightning / +9% darkness / +7% all Changes resistances penetration: +15% darkness Changes damage: +9% darkness Mana each turn: +0.13 Psi each turn: +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of corrosion (+15%) (0 def, 0 armour) linen robe of corrosion (+15%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% acid / +7% all Changes damage: +10% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe (0 def, 0 armour) verdant woollen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +9% all Changes damage: +5% nature Poison immunity: +25% Disease immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. ancient cashmere robe of frost (+22%) (0 def, 0 armour)ancient cashmere robe of frost (+22%) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +11% all / +22% cold Changes resistances penetration: +11% temporal / +7% physical Changes damage: +14% physical / +7% temporal / +15% cold Reduces paradox anomalies(equivalent to willpower): +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Samylar (10 def, 4 armour) Samylar (10 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Accuracy: +15 (+9 eff.) Armour: +4 Defense: +10 (+10 eff.) Fatigue: +7% Changes stats: +2 Dex / +2 Wil Changes resistances: +14% blight / +15% cold / +13% darkness Changes damage: +9% physical Critical mult.: +5.00% Light radius: +2 Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of Eyal (9 def, 6 armour)hardened leather armour of Eyal (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+9 eff.) Fatigue: +8% Life regen: +3.00 Maximum life: +30.00 Healing mod.: +14% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. enlightening steel mail armour (2 def, 6 armour)enlightening steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +5 Cun / +4 Wil Mental save: +12 (+6 eff.) A suit of armour made of mail. |
Daimoyon the linen cloak (11 def, 0 armour) Daimoyon the linen cloak (11 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +11 (+11 eff.) Effects on melee hit: * 10% chance to reduce armor by 35% Changes stats: +1 Mag / +2 Wil Changes resistances: +3% light Spell save: +6 (+2 eff.) Life regen: +4.00 Maximum life: +40.00 Maximum mana: +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Silyldath' (7 def, 0 armour) linen cloak 'Silyldath' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+4 eff.) Physical power: +5 (+3 eff.) Defense: +7 (+7 eff.) Changes resistances: +6% blight / +3% cold Physical save: +6 (+2 eff.) Life regen: +2.00 Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour) Wrap of Stone (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 113.99 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
miner's pair of rough leather boots of tirelessness (0 def, 2 armour) miner's pair of rough leather boots of tirelessness (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Stamina each turn: +0.40 Maximum stamina: +11.00 Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Magmaspar the pair of hardened leather boots (7 def, 3 armour)Magmaspar the pair of hardened leather boots (7 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +3 Defense: +7 (+7 eff.) Changes resistances: +6% mind Changes resistances penetration: +10% fire / +10% physical Changes damage: +18% physical Critical mult.: +10.00% Maximum stamina: +30.00 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots 'Ce'Nyldata' (10 def, 3 armour)pair of hardened leather boots 'Ce'Nyldata' (10 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +3 Defense: +10 (+10 eff.) Changes stats: +4 Dex / +2 Con Changes resistances: +6% temporal Changes damage: +18% physical Physical save: +6 (+2 eff.) Only die when reaching: -40.00 life Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots of tirelessness (0 def, 3 armour)pair of hardened leather boots of tirelessness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Stamina each turn: +0.60 Maximum stamina: +15.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Murkquarry the cashmere wizard hat (2 def, 0 armour)Murkquarry the cashmere wizard hat (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 14% Damage when hit (Melee): 8 darkness Changes resistances: +21% nature Changes resistances penetration: +20% mind Changes damage: +14% nature / +6% mind Hate when firing a critical mind attack: +2.00 A pointy cloth hat, very wizardly... |
Sepsisradiance (0 def, 1 armour) Sepsisradiance (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +18% acid / +5% fire / +6% cold Changes resistances penetration: +5% nature Changes damage: +6% nature / +3% darkness A cap made of leather. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
246 alchemist agate 246 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Bethubeth the Hailbreak Bethubeth the HailbreakInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% mind / +15% cold Changes damage: +6% cold Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +7 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. |
Gidin the brass lantern Gidin the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +3% acid / +3% fire Silence immunity: +20% Light radius: +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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Sleetfiend' brass lantern 'Sleetfiend'Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% acid / +9% temporal / +6% cold / +3% fire / +5% arcane / +3% all Spell save: +5 (+2 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +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. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 109.11 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 109.11 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Demonic Soul Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Bizzare Contraption Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Tegorn the iron pickaxe (dig speed 40 turns) Tegorn the iron pickaxe (dig speed 40 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature / +3% blight Changes damage: +6% nature / +15% mind When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By Cake the Doomelf Cultist of Entropy level 22
43rd Dusk 122nd year of Ascendancy at 11:20 see stats
By Cake the Doomelf Cultist of Entropy level 6
78th Pyre 122nd year of Ascendancy at 20:42 see stats
By Cake the Doomelf Cultist of Entropy level 10
5th Mirth 122nd year of Ascendancy at 07:50 see stats
By Cake the Doomelf Cultist of Entropy level 20
36th Dusk 122nd year of Ascendancy at 11:50 see stats
By Cake the Doomelf Cultist of Entropy level 10
8th Mirth 122nd year of Ascendancy at 02:14 see stats
By Cake the Doomelf Cultist of Entropy level 9
4th Mirth 122nd year of Ascendancy at 02:38 see stats
By Cake the Doomelf Cultist of Entropy level 21
41st Dusk 122nd year of Ascendancy at 00:22 see stats
By Cake the Doomelf Cultist of Entropy level 14
8th Flare 122nd year of Ascendancy at 09:41 see stats
Log
Cake loses 1 health to the entropy.
A void star appears around Cake.
Cake loses 1 health to the entropy.
Loazand the quasit loses 50 mana from using a non-Arcane talent!
Loazand the quasit casts Manathrust.
Cake's void star absorbs the damage from Loazand the quasit, converting it into entropy!
Loazand the quasit is wreathed in entropy.
Cake loses 5 health to the entropy.
Cake stops regenerating health quickly.
Loazand the quasit hits Cake for (83 to entropy), 152 arcane (152 total damage).
Loazand the quasit receives 30 healing from Temporal Restoration Field.
Loazand the quasit casts Manathrust.
Loazand the quasit hits Cake for 235 arcane damage.
Cake loses 5 health to the entropy.
Loazand the quasit receives 30 healing from Temporal Restoration Field.
Loazand the quasit casts Rune: Manasurge.
Loazand the quasit starts to surge mana.
Cake loses 5 health to the entropy.
Cake loses 5 health to the entropy.
Loazand the quasit rushes out!
Loazand the quasit misses Cake.
Loazand the quasit receives 30 healing from Temporal Restoration Field.
Loazand the quasit casts Manathrust.
Loazand the quasit hits Cake for 184 arcane damage.
Cake the level 23 doomelf cultist of entropy was energised to death by Loazand the quasit on level 1 of Anteroom of Agony.