











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! 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
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 | Female |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 34 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by Grand Corruptor at level 34 on the 6th Haze 123rd year of Ascendancy at 08:22 / 2Killed by Grand Corruptor at level 34 on the 6th Haze 123rd year of Ascendancy at 08:57 |
Primary Stats
| Strength | 13 (base 13) |
| Dexterity | 84 (base 60) |
| Constitution | 36 (base 21) |
| Magic | 22 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 83 (base 60) |
Resources
| Life | -530/830 |
| Stamina | 220/232 |
| Healing Factor | 1.1979202340232 |
| Regeneration | 1.4974002925289 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 46.23729810914 |
| See Invisible | 46.23729810914 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 56 |
| Crit Chance | 44% |
| APR | 58 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 56 |
| Crit Chance | 40% |
| APR | 45 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +13% |
| Blight | +9% |
| Arcane | +9% |
| Cold | +16% |
| All | 0% |
| Lightning | +6% |
| Temporal | +9% |
| Physical | +19% |
| Darkness | +9% |
| Mind | +12% |
| Nature | +27% |
Offense: Damage Penetration
| Acid | +10% |
| Nature | +12% |
| Temporal | +5% |
| Darkness | +15% |
| Lightning | +5% |
| Mind | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 20 (38.594633868923%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 35 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 56%( 70%) |
| Blight | + 42%( 70%) |
| Physical | + 37%( 70%) |
| Cold | + 51%( 70%) |
| All | + 25%( 70%) |
| Darkness | + 41%( 70%) |
| Temporal | + 36%( 70%) |
| Mind | + 41%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 57%( 70%) |
Defense: Immunities
| Disarm Resistance | 24% |
| Confusion Resistance | 48% |
| Instadeath Resistance | 100% |
| Stun Resistance | 35% |
| Poison Resistance | 47% |
| Silence Resistance | 41% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 570 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -761 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1521 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 738% 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 34 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 2.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the repented thief from death by Cyratira the venom drake hatchling. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Cunning 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 |
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 Shardskin. * 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 have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 129. | 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed green worm. * You've found the needed vial of elder vampire blood. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed length of troll intestine. * '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.' 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 wretchling eyeball. * You've found the needed black mamba head. * You've found the needed ritch stinger. | 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Shinepulverizer' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% blight +12% mind Res.pen +20% mind Melee Ret 8 light On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Armour +4 Fatigue +3% Resists +9% mind Silence- +31% Confus- +28% Stun/Frz- +35% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health =42hp=2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
| On hands | Poruda the Undeathrend (0 def, 8 armour)1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Con dps ---------- Melee+ 7 physical Dmg.mod +6% physical Res.pen +5% temporal ----- def ----- Armour +8 Resists +6% nature +3% temporal Phys.save +13 (+6 eff.) Spell.save +4 (+2 eff.) Mind.save +5 (+3 eff.) HP.reg +1.00 Disarm- +24% ---------- misc Stam/turn +0.50 Max.stam +12.00 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+ +6 physical On Hit.r1 +5 physical On Crit.r2 +5 physical On Hit: 10% Juggernaut 1 On Hit: 10% Nightmare 3 On Hit: 10% Sand Breath 3 Juggernaut: (Instant) Puts all charms on 18 cooldown Level 4.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Blastsmash [power 1] (15/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Dmg.mod +6% lightning +9% arcane Res.pen +5% lightning Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 15 cooldown 100% to heal for 31. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Obsidianpassion the gold ring =13nd=0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +13% acid +13% nature +9% darkness Res.pen +15% darkness Acc +10 (+3 eff.) Apr +10 Melee Ret 8 darkness ----- def ----- Defense +10 (+2 eff.) Resists +26% acid +26% nature +6% darkness Disengage: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% 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! |
| On fingers | Olalechik the gold ring =13pd resists=0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Dmg.mod +9% temporal +13% physical ----- def ----- Resists +7% blight +13% physical +8% nature +12% temporal Spell.save +11 (+5 eff.) Poison- +16% Disease- +10% ---------- misc Max.stam +19.00 Rings make your fingers look great! |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex, 0% Cun Dmg Physical Mastery Dagger Mastery 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. |
| Around waist | rough leather belt 'Glina' =40hp=1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +3% nature +3% fire +3% mind +3% physical Spell.save +9 (+5 eff.) Die.at -40.00 life Silence- +10% ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | dwarven-steel dagger 'Carrionresolve' (131% power, 7 apr) =12np 12critm=1.0 T3 dagger 1H weapon [Random Unique] Nature/Master Power 131% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 nature On Crit.r2 +5 acid +17 nature While equipped: dps ---------- Phys.crit +7.0% Crit.mult +12.00% Res.pen +10% acid +12% nature Apr +21 On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Resists +9% mind Sharp, short and deadly. |
| Cloak | linen cloak 'Turoharasus' (6 def, 8 armour) =20cnf 80hp=2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +8 Defense +6 (+1 eff.) Resists +11% cold Die.at -80.00 life Confus- +20% ---------- misc Max.mana +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | elven-silk robe 'Hettudir' (0 def, 0 armour) =10con 7mag=2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +3 Str +1 Dex +7 Mag +6 Wil +10 Con dps ---------- Dmg.mod +14% nature +16% cold Melee Ret 4 mind ----- def ----- Resists +24% cold +15% all Crit.chn- 5.00% Poison- +31% Disease- +36% ---------- misc Mana/turn +0.30 Psi/turn +0.19 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion (speed 612%; cd 8)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 612% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 823%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 823% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 550%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 550% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 538%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 538% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 33%; mental; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 24%; magical, physical; dur 2; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; mind, physical, light, darkness)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 mind, 2 physical, 4 light, 4 darkness Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (194.00 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 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 211.46 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. |
shatter afflictions rune of the warrior (absorb 37; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 37 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 115; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 115 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 6; blocks 3; dur 4; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 6 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Hurykalthothad the gold amulet =35hp=0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con +4 Wil dps ---------- Crit.mult +14.00% Acc +6 (+2 eff.) Apr +12 ----- def ----- Resists +3% lightning +12% darkness +6% nature Phys.save +10 (+5 eff.) Max.HP +35.00 HP.reg +1.00 Amulets make your neck look great! |
The Far-Hand =100tell=0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 22 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (121). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
steel amulet 'Cloudwire' =5con=0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +5 Con +3 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Dmg.mod +6% light +5% temporal +6% darkness +17% physical Melee Ret 4 lightning ----- def ----- Armour +16 Defense +20 (+5 eff.) Amulets make your neck look great! |
Chillwolf the steel ring =22stn=0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +10% cold ----- def ----- Resists +12% cold +12% nature +6% mind HP.reg +3.00 Stun/Frz- +22% Rings make your fingers look great! |
Velymira the copper ring =22cnf=0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun +1 Str dps ---------- Apr +6 ----- def ----- Resists +3% physical Mind.save +5 (+3 eff.) Confus- +22% ---------- misc Max.stam +10.00 Rings make your fingers look great! |
Xeratira0.1 T2 ring jewelry [Rare] Master While equipped: Stats +7 Str dps ---------- Dmg.mod +6% acid ----- def ----- Armour +4 Resists +6% lightning +5% arcane Mind.save +6 (+3 eff.) Max.HP +23.00 Disarm- +27% Pinning- +26% Knockbk- +28% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
steel ring 'Poluta' =20stn=0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Wil ----- def ----- Resists +6% nature +15% cold Crit.chn- 5.00% Mind.save +8 (+4 eff.) Disease- +20% Pinning- +20% Stun/Frz- +20% ---------- misc Infravis +1 Rings make your fingers look great! |
Chutir the Glintworth (123% power, 7 apr) =57dis=1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 123% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +4 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 13 On Crit: * Splash the target with acid dealing 52 damage over 5 turns and reducing armor and accuracy by 7 While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% light Res.pen +10% blight +5% physical Acc +7 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +57% Sharp, short and deadly. |
Spellblaze Shard (120% power, 10 apr) =5mag=1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Dex, 50% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Umbral Razor (129% power, 10 apr) =4mag=1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Cun, 50% Dex, 15% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 12 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 69.68 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
enhanced steel dagger of enduring (102% power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Nature Power 102% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Str +5 Dex +5 Mag +12 Wil +4 Cun +12 Con ----- def ----- Max.HP +32.00 Sharp, short and deadly. |
stormbringer's stralite dagger of ruin (138% power, 9 apr) =critm=1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 138% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +13 lightning +24 cold While equipped: dps ---------- Phys.crit +9.0% Crit.mult +28.00% Mov.spd +36% Res.pen +13% lightning +15% cold Apr +9 Sharp, short and deadly. |
Dimwrack the dwarven-steel greatsword (146% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Nature Power 146% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +20 darkness On Hit.r1 +8 blight On Hit: * 20% chance to reduce damage dealt by 17% While equipped: Stats +14 Con +14 Wil dps ---------- Res.pen +25% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Resists +6% light Max.HP +79.00 Massive two-handed swords. |
Tundrafame the steel greatsword (144% power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Master Power 145% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +20 temporal While equipped: dps ---------- Dmg.mod +15% cold Melee Ret 4 mind 4 temporal ----- def ----- Resists +6% mind +15% cold Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed swords. |
steel greatsword 'Blazequell' (129% power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Arcane Power 129% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 arcane On Hit: 20% Curse of Vulnerability 2 While equipped: dps ---------- Spell.crit +3% Crit.mult +10.00% Spell.pwr +25 (+12 eff.) Dmg.mod +6% lightning +18% mind ---------- misc Hate/m.crit +3.00 Max.vim +30.00 Massive two-handed swords. |
Lorymnir the Growwalker4.0 T3 longbow 2H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +8 arcane +20 fire On Crit.r2 +8 fire While equipped: dps ---------- Dmg.mod +26% fire +18% nature +21% arcane ----- def ----- Resists +6% nature +9% fire Longbows are used to shoot arrows at your foes. |
ash longbow 'Woemarrow'4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +17 cold +16 nature On Hit: * 20% chance to reduce damage dealt by 17% While equipped: dps ---------- Dmg.mod +21% nature +18% cold Res.pen +10% acid On Hit (Ranged): * 20% chance to reduce armor by 22% * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +6% darkness Longbows are used to shoot arrows at your foes. |
Greenviper the dwarven-steel longsword (121% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Arcane Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 light Against +14% Undead On Crit.r2 +20 light On Hit: * 20% chance to slow global speed by 46% While equipped: Stats +2 Mag +6 Cun +5 Con dps ---------- Melee Ret 10 nature ----- def ----- Resists +6% nature Sharp, long, and deadly. |
Smearpyre4.0 T2 sling 1H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +8 light +11 cold While equipped: dps ---------- Dmg.mod +3% nature +12% cold Res.pen +25% nature On Hit (Ranged): * 20% chance to slow global speed by 46% ----- def ----- Resists +6% nature +18% fire Slings are used to hurl stones or metal shots at your foes. |
Layavena the Stormmark (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Rare] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Dex dps ---------- Spell.crit +2% Phys.pwr +20 (+9 eff.) Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness +9% lightning Apr +9 ----- def ----- Armour +5 Hardiness +4% Resists +2% physical Phys.save +6 (+3 eff.) Die.at -60.00 life ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
wyrmwaxed elven-silk cloak of implacability (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +3 (+1 eff.) Resists +8% acid +6% fire +7% lightning +7% cold Phys.save +9 (+4 eff.) Mind.save +9 (+5 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 62% (based on Cunning). Uses 30 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. |
dwarven-steel gauntlets 'Layarialaith' (0 def, 2 armour) =14mag=1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str +14 Mag +4 Cun dps ---------- Acc +11 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +8% darkness ---------- misc Light +3 Infravis +3 See.Invis +6 Unarmed combat: Power 121% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +9 Apr +9 Crit +14.0% Atk.spd 83% Melee+ +16 darkness On Crit: 10% Dominate 3 Track: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Aliharadas the Scabfear (0 def, 1 armour) =9nd=2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature +12% temporal Res.pen +10% darkness +10% temporal ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold A cap made of leather. |
Arudavea (0 def, 1 armour) =7mag=2.0 T1 head armor [Rare] Master While equipped: Stats +7 Mag dps ---------- Spell.crit +4% Phasing +20% ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold ---------- misc Max.mana +100.00 A cap made of leather. |
Olydan the dwarven-steel helm (0 def, 4 armour) =air=3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Wil dps ---------- Crit.mult +20.00% Dmg.mod +3% blight ----- def ----- Armour +4 Fatigue +4% Resists +15% blight +10% cold ---------- misc Mana/turn +0.08 Max.mana +40.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour) =30stn=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 (+6 eff.) Stun/Frz- +30% 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. |
Sleettouch (0 def, 1 armour) =air=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +5% cold Melee Ret 4 blight ----- def ----- Armour +1 Fatigue +1% Resists +5% cold ---------- misc Max.mana +60.00 Breathe water A cap made of leather. |
dwarven-steel helm 'Jetrend' (0 def, 4 armour) =10con=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +8 Mag +10 Con dps ---------- Res.pen +20% darkness ----- def ----- Armour +4 Fatigue +4% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 38 [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 30 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 21.05 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Emelira the hardened leather armour (19 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Rare] Psionic While equipped: Stats +6 Cun +11 Wil ----- def ----- Armour +6 Defense +19 (+5 eff.) Fatigue +8% Resists +15% mind +3% temporal Spell.save +9 (+5 eff.) Mind.save +16 (+8 eff.) Confus- +20% Knockbk- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +2 A suit of armour made of leather. |
10 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. |
890 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. |
2 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 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 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. |
7 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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. |
crystalomancer's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego+] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +5% ---------- misc Max.mana +22.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 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. |
Glatta =4con=2.0 T1 lite [Rare] Disrupt While equipped: Stats +4 Con dps ---------- Acc +15 (+5 eff.) ----- def ----- Resists +3% all Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Die.at -80.00 life ---------- 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. |
Gloommaim =4mag=2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +15 (+7 eff.) Dmg.mod +6% mind +3% blight On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Resists +3% darkness ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 120 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. |
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. |
Garegogen the Flameparry [power 2] (15/15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% fire Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 13 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% blight +12% fire Def/telep +15 Res/telep +15% Dur/telep +15% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
7 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. |
piercing elm wand of lightning storm [power 116] (15/9 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 9 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of conjuration 'Brightknave' [power 275] (15/9 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +6 Cun dps ---------- Mind.pwr +30 (+13 eff.) Dmg.mod +9% arcane Res.pen +25% fire ---------- misc Psi/ret +0.12 Fire a magical bolt dealing 292 lightning damage Puts all charms on 9 cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
10 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. |
12 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. |
16 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Lady Rogue the Halfling Rogue level 13
23rd Dusk 122nd year of Ascendancy at 11:11 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Lady Rogue the Halfling Rogue level 32
54th Regrowth 123rd year of Ascendancy at 09:21 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Lady Rogue the Halfling Rogue level 27
51st Haze 122nd year of Ascendancy at 16:43 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Lady Rogue the Halfling Rogue level 23
2nd Haze 122nd year of Ascendancy at 07:57 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Lady Rogue the Halfling Rogue level 20
65th Dusk 122nd year of Ascendancy at 04:44 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 Lady Rogue the Halfling Rogue level 33
66th Regrowth 123rd year of Ascendancy at 07:00 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Lady Rogue the Halfling Rogue level 10
6th Mirth 122nd year of Ascendancy at 22:27 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Lady Rogue the Halfling Rogue level 20
63rd Dusk 122nd year of Ascendancy at 23:32 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Lady Rogue the Halfling Rogue level 30
8th Regrowth 123rd year of Ascendancy at 06:17 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Lady Rogue the Halfling Rogue level 29
7th Decay 122nd year of Ascendancy at 14:26 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Lady Rogue the Halfling Rogue level 24
3rd Haze 122nd year of Ascendancy at 05:58 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Lady Rogue the Halfling Rogue level 30
10th Regrowth 123rd year of Ascendancy at 05:17 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Lady Rogue the Halfling Rogue level 7
79th Pyre 122nd year of Ascendancy at 17:29 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Lady Rogue the Halfling Rogue level 29
1st Regrowth 123rd year of Ascendancy at 07:30 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Lady Rogue the Halfling Rogue level 12
7th Flare 122nd year of Ascendancy at 15:19 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Lady Rogue the Halfling Rogue level 34
17th Dusk 123rd year of Ascendancy at 17:06 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Lady Rogue the Halfling Rogue level 29
10th Allure 123rd year of Ascendancy at 14:07 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Lady Rogue the Halfling Rogue level 22
71st Dusk 122nd year of Ascendancy at 22:49 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Lady Rogue the Halfling Rogue level 15
38th Dusk 122nd year of Ascendancy at 10:17 see stats
Log
Lady Rogue's Venomous Throw hits Grand Corruptor for (727 to bones), 0 nature, 6 physical (6 total damage).
Grand Corruptor casts Corrosive Worm.
Lady Rogue is infected by a corrosive worm.
Talent Shadow Dance is ready to use.
Bleeding from Elven mage hits Lady Rogue for 42 physical damage.
Grand Corruptor casts Drain.
Lady Rogue tries to evade attacks.
Grand Corruptor hits Lady Rogue for 359 blight damage.
Elven mage casts Earthen Missiles.
Elven mage's spell attains critical power!
Lady Rogue deflects the projectile from Elven mage to the south!
Lady Rogue uses Infusion: Wild.
Lady Rogue stops bleeding.
Lady Rogue is cured!
Lady Rogue lessens the pain.
Lady Rogue uses Infusion: Regeneration.
Lady Rogue starts regenerating health quickly.
Lady Rogue starts to bleed.
Elven mage's Earthen Missiles hits Lady Rogue for 80 physical, 13 physical (93 total damage).
Grand Corruptor casts Blood Lock.
Lady Rogue is blood locked.
Grand Corruptor casts Blood Spray.
Grand Corruptor's spell attains critical power!
Lady Rogue is afflicted by a rotting disease!
Elven mage's Earthen Missiles hits Lady Rogue for 45 physical, 7 physical (52 total damage).
Elven mage's Earthen Missiles hits Lady Rogue for 45 physical, 7 physical (52 total damage).
Grand Corruptor hits Lady Rogue for 329 blight damage.
Lady Rogue the level 34 halfling rogue was plagued to death by Grand Corruptor on level 2 of Mark of the Spellblaze.




























































































































