










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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: 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:
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:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Items Vault 1.7.6Donators/Buyers bonus! Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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 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. 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 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 21 / 75% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 32 (base 13) |
| Dexterity | 67 (base 40) |
| Constitution | 34 (base 12) |
| Magic | 10 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 55 (base 50) |
Resources
| Life | 542/542 |
| Stamina | 188/188 |
| Healing Factor | 1.535336564623 |
| Regeneration | 8.060516964271 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 35.032874162149 |
| See Invisible | 35.032874162149 |
Offense: Barehand
| Damage | 83 |
| Accuracy | 55 |
| Crit Chance | 35% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +12% |
| All | 0% |
| Physical | +24% |
| Cold | +11% |
| Nature | +8% |
Offense: Damage Penetration
| Physical | +15% |
| Mind | +5% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 31 (35.65183292883%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 8 |
| Physical Save | 37 |
| Spell Save | 27 |
| Mental Save | 41 |
Defense: Resistances
| Cold | + 44%( 70%) |
| Lightning | + 20%( 70%) |
| Nature | + 44%( 70%) |
| Darkness | + 6%( 70%) |
| Blight | + 33%( 70%) |
| Physical | + 5%( 70%) |
| Mind | + 27%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 54% |
Inscriptions (4/4)
| 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) Is: a nature gift Description: Activate the infusion to heal yourself for 184 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 682% 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 139 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Striking Stance |
| talent | Trained Reactions |
| beneficial effect | Countering melee attacks: Has a 38% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed bloated horror heart. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed red crystal shard. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' 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 length of troll intestine. * You've found the needed minotaur nose. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' 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 skeleton mage skull. * You've found the needed honey tree root. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 | Grinyrach (0 def, 17 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +4 Dex dps ---------- Phys.crit +1.0% ----- def ----- Armour +17 Resists +3% blight Stealth +8 Confus- +20% ---------- misc Max.stam +10.00 A pair of boots made of leather. |
| On hands | dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Acc +6 (+2 eff.) Apr +6 ----- def ----- Armour +2 Fatigue +3% Resists +8% blight Spell.save +10 (+5 eff.) Unarmed combat: Power 18.0 - 25.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +17 Crit +8.0% Atk.spd 100% On Hit: * 13% chance to slow global speed by 45% * 15% chance to reduce armor by 10% Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | dwarven-steel pickaxe 'Cleansepython' (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% Res.pen +25% nature Melee Ret 8 nature ----- def ----- Resists +12% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ulfidekath0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Dmg.mod +12% temporal +11% cold Acc +6 (+2 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +22% cold HP.reg +2.00 Stun/Frz- +22% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | Velyrin0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Dex dps ---------- Phys.crit +3.0% Res.pen +5% mind ----- def ----- Defense +10 (+4 eff.) Resists +19% mind +2% physical Confus- +34% Amulets make your neck look great! |
| Main armor | cured leather armour 'Islamira' (6 def, 4 armour)9.0 T2 light armor [Random Unique] Master/Psionic While equipped: dps ---------- Phys.crit +4.0% Mind.crit +2% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) Melee Ret 10 mind ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +6% mind +17% lightning Mind.save +16 (+5 eff.) A suit of armour made of leather. |
| Light source | Gloomthorn the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +6% physical On Hit (Melee): * 20% chance to reduce armor by 10% ----- def ----- Armour +2 Resists +3% darkness Max.HP +43.00 ---------- 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. |
| Cloak | Berifang the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +20 (+6 eff.) Res.pen +15% physical Apr +4 ----- def ----- Defense +2 (+1 eff.) Phys.save +10 (+4 eff.) Mind.save +8 (+3 eff.) Die.at -50.00 life ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Inventory
heroism infusion of the duelist (die at -506; dur 7; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd 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 -506 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 506 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 titan (speed 502%; 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 502% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 299; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 299 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 22%; physical; dur 2; cd 16)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune of the warrior (range 6; phase 15; cd 19)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. |
Chargehack0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Str +1 Dex +3 Wil +1 Cun +3 Con dps ---------- Res.pen +10% lightning +10% nature Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Xydhetha'0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +11% lightning +2% physical +3% acid Spell.save +3 (+1 eff.) Silence- +20% Pinning- +20% Stun/Frz- +20% Amulets make your neck look great! |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
Swamptrial0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +2 Dex +4 Mag dps ---------- Melee Ret 8 nature ----- def ----- Resists +14% light +18% darkness +12% nature Blind- +30% Amulets make your neck look great! |
steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.16 Max.mana +22.00 Amulets make your neck look great! |
copper ring of the mind (+11%)0.1 T1 ring jewelry [Ego] Psionic While equipped: dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
Icewolf0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +4 Cun +4 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +12% blight +6% physical Res.pen +15% cold ----- def ----- Armour +6 Resists +12% blight Phys.save +12 (+5 eff.) Rings make your fingers look great! |
gold ring 'Earthbore'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +10% nature Melee Ret 10 cold On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Resists +9% lightning Max.HP +42.00 HP.reg +10.00 Heal.mod +15% Rings make your fingers look great! |
magewarrior's short ash starstaff of fate (15-18 power, 3 apr, light element)5.0 T2 staff 1H weapon Reqs Mag 16 [Ego+] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +8% Phys.pwr +6 (+2 eff.) Spell.pwr +12 (+6 eff.) Dmg.mod +15% light Acc +6 (+2 eff.) ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
River's Fury (23-32 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+4 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 2.54 cold damage and 2.83 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Ivamiravea the steel longsword (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Psionic Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 mind On Hit: * 11% chance to reduce all saves and defense by 19 While equipped: Stats +5 Str +2 Wil +2 Cun dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Phys.save +18 (+7 eff.) Die.at -80.00 life Sharp, long, and deadly. |
Singenight the steel longsword (17-24 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Arcane Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 fire On Hit: * Create an explosion dealing 15 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +14% lightning Res.pen +10% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Resists +12% mind +6% fire Sharp, long, and deadly. |
Blazepall the iron mace (12-16 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Disrupt Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Against +7% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Dmg.mod +24% fire Res.pen +10% fire Melee Ret 10 acid Blunt and deadly. |
Mardechik (23-32 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: ----- def ----- Defense +10 (+4 eff.) Resists +3% fire +5% physical +3% temporal Crit.chn- 10.00% Spell.save +9 (+4 eff.) Mind.save +3 (+1 eff.) One-handed war axes. |
arcing steel waraxe of massacre (20-27 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
steel waraxe 'Growthbutcher' (20-29 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +12 nature While equipped: Stats +2 Str +2 Dex +4 Mag dps ---------- Dmg.mod +12% cold ---------- misc Light +2 One-handed war axes. |
Hettidradir the steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Psionic Power 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 darkness Against +6% Living While equipped: Stats +3 Str +2 Mag +4 Con ----- def ----- Resists +15% mind Sharp, short and deadly. |
quiver of elm arrows 'Urthabar' (17/17, 16-22 power, 5 apr)3.0 T1 arrow ammo [Rare] Nature Power 15.5 - 21.7 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 17 Ranged+ +14 cold +20 mind On Hit.r1 +8 mind On Crit.r2 +8 acid +9 cold On Hit: * 20% chance to reduce armor by 10% Arrows are used with bows to pierce your foes to death. |
acidic quiver of ash arrows of accuracy (12/12, 22-31 power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane/Master Power 22.5 - 31.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +7 Crit +1.5% Capacity 12 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Arrows are used with bows to pierce your foes to death. |
self-loading pouch of steel shots of accuracy (18/18, 22-26 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +2 Crit +4.5% Capacity 18 Rld cld 4 Shots are used with slings to pummel your foes to death. |
iron shield 'Glorugara' (0 def, 2 armour, 20 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil dps ---------- Res.pen +10% mind ----- def ----- Armour +2 Fatigue +8% Resists +11% temporal Mind.save +12 (+4 eff.) ---------- misc Equi/ret +0.28 Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (182) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
linen robe 'Balorim' (0 def, 2 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Armour +2 Resists +13% physical +6% temporal +7% all Crit.chn- 15.00% Spell.save +6 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of fire (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Resists +7% all +15% fire Mind.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Xanibeth' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Disrupt While equipped: Stats +2 Dex dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +13% cold +11% fire Res.pen +10% physical Acc +5 (+2 eff.) On Melee Ret: * 5% chance to slow global speed by 45% * 4 arcane resource burn ----- def ----- Resists +16% fire +19% cold +9% all ---------- misc Max.hate +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Radiancehunger (3 def, 2 armour)9.0 T1 light armor [Rare] Psionic While equipped: Stats +1 Mag +4 Wil +4 Cun dps ---------- Dmg.mod +18% light +3% fire ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +9% light Crit.chn- 15.00% Mind.save +13 (+4 eff.) A suit of armour made of leather. |
Emuwyn (10 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: ----- def ----- Armour +9 Defense +10 (+4 eff.) Fatigue +22% Resists +6% temporal +19% cold Max.HP +40.00 HP.reg +4.00 Cut- +20% A suit of armour made of metal plates. |
Quenchvile1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +9% physical ----- def ----- Resists +12% cold +2% physical Phys.save +6 (+3 eff.) A belt that goes around your waist. |
blurring rough leather belt of transcendence1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Defense +9 (+3 eff.) Phys.save +6 (+3 eff.) Stealth +6 A belt that goes around your waist. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Emelunne the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Cun +2 Str dps ---------- Res.pen +15% mind Melee Ret 2 mind ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Eldoral (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +6 (+2 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bethyra the cashmere cloak (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Str dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +12% blight +3% fire Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Neharamas (25 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Apr +1 ----- def ----- Armour +3 Defense +25 (+9 eff.) Resists +3% light +3% cold ---------- misc Infravis +1 A pair of boots made of leather. |
Smearfurnace (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn * 20% chance to slow global speed by 45% ----- def ----- Armour +3 Resists +3% blight +3% temporal ---------- misc Infravis +1 A pair of boots made of leather. |
restorative pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +1 HP.reg +2.00 Heal.mod +10% ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
Alyfang (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil ----- def ----- Armour +3 Fatigue -2% Resists +3% blight Phys.save +5 (+2 eff.) Mind.save +3 (+1 eff.) ---------- misc Max.enc +23 Psi/ret +0.04 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blizzardfury the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex dps ---------- Melee Ret 6 cold ----- def ----- Armour +3 Fatigue -3% Resists +3% cold Phys.save +5 (+2 eff.) ---------- misc Max.enc +21 Stam/turn +2.00 Max.stam +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Mov.spd +25% Apr +3 ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of iron boots of tirelessness (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +12.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Sunquell' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +3% fire +12% light +6% physical Res.pen +5% light +5% nature ----- def ----- Armour +3 Fatigue +2% Resists +6% nature +3% fire ---------- misc Light +1 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Obsidianknave the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +4 Cun +3 Wil dps ---------- Melee+ 10 darkness Dmg.mod +5% darkness Melee Ret 6 darkness ----- def ----- Armour +2 Resists +8% darkness ---------- misc Mana/turn +0.16 Infravis +3 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Hit: 20% Moonlight Ray 3 On Hit: * 8% chance to reduce damage dealt by 16% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of magic (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +2 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% Melee+ +7 arcane On Crit.r2 +7 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 5 lightning Dmg.mod +5% lightning ----- def ----- Armour +2 Resists +5% lightning Unarmed combat: Power 20.0 - 22.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Duvuyandil the Flashdash (1 def, 0 armour)2.0 T1 head armor [Rare] Disrupt While equipped: Stats +4 Mag +3 Con dps ---------- Dmg.mod +3% fire Res.pen +10% nature Melee Ret 4 fire ----- def ----- Defense +1 (+1 eff.) Resists +6% nature +6% blight A pointy cloth hat, very wizardly... |
Velykira the Kindlegrind (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% light +18% fire Crit.chn- 5.00% Heal.mod +5% A cap made of leather. |
cleansing rough leather cap of strength (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +5% blight A cap made of leather. |
Salyra (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +5% Resists +3% acid Def/telep +10 Res/telep +10% Dur/telep +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
7 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. |
5 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. |
5 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. |
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. |
5 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. |
2 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. |
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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
246 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. |
Darkusher2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Resists +5% arcane +9% darkness Max.HP +43.00 ---------- 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Glorytira'2.0 T1 lite [Rare] Master While equipped: Stats +4 Str +4 Dex +1 Mag ---------- misc Light +5 Infravis +1 See.Invis +6 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 clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd 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 36.85 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 36.85 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. |
iron pickaxe 'Xanatha' (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +6 Resists +9% acid +6% nature Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) ---------- misc Stam/turn +1.00 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 54.33 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Hanuravor [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Con dps ---------- Phys.crit +2.0% Acc +5 (+2 eff.) ----- def ----- Phys.save +12 (+5 eff.) Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 130 physical damage Puts all charms on 15 cooldown 100% to heal for 35. Torques are made by powerful psionics to store psionic powers. |
Moldlore the elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% temporal On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Resists +6% nature Def/telep +15 Res/telep +15% Dur/telep +15% Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to heal for 31. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Arrhan the Cornac Brawler level 10
3rd Mirth 122nd year of Ascendancy at 22:52 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Arrhan the Cornac Brawler level 20
71st Dusk 122nd year of Ascendancy at 12:49 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Arrhan the Cornac Brawler level 18
68th Dusk 122nd year of Ascendancy at 04:11 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Arrhan the Cornac Brawler level 10
6th Mirth 122nd year of Ascendancy at 21:46 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Arrhan the Cornac Brawler level 10
4th Dusk 122nd year of Ascendancy at 04:49 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Arrhan the Cornac Brawler level 16
59th Dusk 122nd year of Ascendancy at 16:22 see stats
Log
Arrhan picks up (k.): steel amulet of manastreaming.
Talent Spinning Backhand is ready to use.
Ran for 12 turns (stop reason: didn't move).
You don't see how to get there...
You don't see how to get there...
Lore found: demon statue: Walrog
You can read all your collected lore in the game menu, by pressing Escape.
The statue of Walrog glows ominously.
The power of the Fearscape touches Arrhan and fades away, leaving a nasty looking quasit nearby.
Arrhan lashes out with a spinning backhand.
Melee retaliation hits Arrhan for (3 flat reduction), 0 lightning (0 total damage).
Arrhan hits Quasit for 289 physical damage.
Quasit uses Overpower.
Quasit misses Arrhan.
Quasit misses Arrhan.
Arrhan throws Quasit to the ground!
Quasit misses Arrhan.
Melee retaliation hits Arrhan for (3 flat reduction), 0 lightning (0 total damage).
Arrhan hits Quasit for 158 physical damage.
Arrhan killed Quasit!
Resting starts...
Talent Spinning Backhand is ready to use.
Rested for 7 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 59 turns (stop reason: at exit).

















































































































