








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 | Skeleton |
| Class | Brawler |
| Level / Exp | 20 / 47% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 59 (base 13) |
| Dexterity | 62 (base 48) |
| Constitution | 36 (base 12) |
| Magic | 26 (base 10) |
| Willpower | 26 (base 10) |
| Cunning | 49 (base 36) |
Resources
| Life | 630/630 |
| Stamina | 219/222 |
| Healing Factor | 1.1979202340232 |
| Regeneration | 12.278682398738 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 38.294708266768 |
| See Invisible | 45.294708266768 |
Offense: Barehand
| Damage | 77 |
| Accuracy | 55 |
| Crit Chance | 20% |
| APR | 11 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Lightning | +11% |
| Cold | +35% |
| Mind | +5% |
| Physical | +20% |
| Fire | +18% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Fire | +15% |
| Temporal | +10% |
| Cold | +20% |
| Physical | +25% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 26 (50.65183292883%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 2 |
| Physical Save | 45 |
| Spell Save | 24 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 35%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 29%( 70%) |
| Light | + 17%( 70%) |
| Temporal | + 14%( 70%) |
| Physical | + 25%( 70%) |
| Darkness | + 24%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Confusion Resistance | 30% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Stun Resistance | 41% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 300 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 55 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 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 |
| 3/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Undead / Skeleton | 1.10 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Striking Stance |
| talent | Chant of Fortress |
| talent | Trained Reactions |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | The target is in the middle of a combo chain and has earned 5 combo points. 5 Combo |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| beneficial effect | Countering melee attacks: Has a 29% chance to get an automatic counter attack when avoiding a melee attack. (1.7 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 lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength 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 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed red crystal shard. * You've found the needed bloated horror heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of bone giant dust. * You've found the needed sandworm tooth. 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 length of troll intestine. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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.' | 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 within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Polerarin the pouch of dwarven-steel shots (23/23, 41-49 power, 3 apr)3.0 T3 shot ammo [Random Unique] Arcane/Master Power 41.0 - 49.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +5.0% Capacity 23 Ranged+ +4 acid +6 cold +4 blight On Crit.r2 +4 blight On Hit: * 20% chance to reduce armor by 26% Shots are used with slings to pummel your foes to death. |
| On hands | Flamebearer (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +11 Mag +5 Wil +6 Cun dps ---------- Melee+ 10 acid 8 fire 8 cold 9 lightning Dmg.mod +15% acid +18% fire Res.pen +10% acid Melee Ret 4 acid 4 fire ----- def ----- Armour +3 Resists +12% acid +9% light +10% darkness HP.reg +7.00 ---------- misc Stam/turn +1.90 Max.stam +35.00 Infravis +2 Unarmed combat: Power 26.5 - 29.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 125% Melee+ +17 ice +13 fire +21 acid +29 lightning On Crit.r2 +41 light +26 darkness On Hit: 10% Nightmare 5 Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 43.23 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | iron helm 'Elaminn' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +2 Con dps ---------- Dmg.mod +6% physical Res.pen +15% physical ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+3 eff.) Die.at -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Phoenixfury (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Crit.mult +20.00% Dmg.mod +9% physical Res.pen +15% fire ----- def ----- Resists +7% darkness +7% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Brodyndur0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +5 (+2 eff.) S.pwr/crit +2 Res.pen +10% temporal ----- def ----- Resists +6% temporal Mind.save +6 (+3 eff.) HP.reg +3.00 Confus- +20% Stun/Frz- +21% Rings make your fingers look great! |
| On fingers | copper ring 'Branymahir'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +11% lightning Acc +5 (+2 eff.) Melee Ret 2 physical ----- def ----- Defense +5 (+2 eff.) Resists +22% lightning +2% physical Rings make your fingers look great! |
| Around neck | Issytar the Rainbreeze0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Res.pen +20% cold ----- def ----- Armour +4 Crit.chn- 5.00% Phys.save +13 (+4 eff.) Spell.save +11 (+6 eff.) Mind.save +15 (+6 eff.) Silence- +20% Confus- +10% Amulets make your neck look great! |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 38.40 to 48.00 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
| Light source | alchemist's lamp 'Kathel'1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Phys.crit +3.0% Acc +15 (+5 eff.) Apr +6 ----- def ----- Mind.save +7 (+3 eff.) Die.at -20.00 life ---------- misc Stam/turn +1.00 Light +4 See.Stealth +5 See.Invis +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around waist | Salowe the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.crit +5% On Hit (Melee): * 10% chance to reduce armor by 26% ----- def ----- Defense +15 (+5 eff.) Resists +5% arcane +9% cold Max.HP +40.00 Stun/Frz- +20% A belt that goes around your waist. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Githra0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Str +2 Con dps ---------- Mind.crit +1% ----- def ----- Resists +12% mind Confus- +22% ---------- misc Infravis +2 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 'Adaseta'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str dps ---------- Melee Ret 8 mind On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +12% light +3% temporal +12% darkness +6% nature Blind- +20% Amulets make your neck look great! |
copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
insulating steel amulet of dexterity (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +12% fire +11% cold Amulets make your neck look great! |
gold amulet0.1 T3 amulet jewelry [Normal] Amulets make your neck look great! |
Eilinurille the Shockmoon0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Phys.pwr +10 (+2 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +3% lightning +6% physical Melee Ret 6 lightning ----- def ----- Armour +6 Rings make your fingers look great! |
Pustide0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind +11% fire Melee Ret 2 nature On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% blight +22% fire +5% arcane +3% darkness Rings make your fingers look great! |
copper ring 'Brightkiller'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +12% fire Res.pen +20% arcane Melee Ret 4 arcane Rings make your fingers look great! |
copper ring of luminosity0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- Melee+ 14 light Ranged+ 10 light Dmg.mod +11% light Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
Blastguile0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Str dps ---------- Dmg.mod +12% nature Melee Ret 4 lightning On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +6 Defense +6 (+2 eff.) Resists +27% nature +6% acid Rings make your fingers look great! |
rogue's steel ring of darkness (+22%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +6 (+2 eff.) Resists +22% darkness Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 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 153% 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! |
wizard's steel ring of darkness (+20%)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 113.98 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (228). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Radharoddasin the Raindash (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% darkness On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +12 (+4 eff.) Resists +9% blight +6% cold Phys.save +6 (+2 eff.) Max.HP +20.00 Poison- +20% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 72.52 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
potent yew starstaff of might (24-29 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +13 (+6 eff.) Dmg.mod +24% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
chilling dwarven-steel longsword (20-29 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 cold Sharp, long, and deadly. |
dwarven-steel mace (26-36 power, 4 apr)3.0 T3 mace 1H weapon [Normal] Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
dwarven-steel mace 'Brightidol' (37-52 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 37.0 - 51.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +18% fire On Hit (Melee): * 10% chance to reduce armor by 26% ----- def ----- Resists +9% lightning +12% acid Blunt and deadly. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
yew longbow4.0 T3 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Longbows are used to shoot arrows at your foes. |
Halolen the Eclipseresolve4.0 T2 sling 1H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +12 darkness While equipped: Stats +3 Con ----- def ----- Armour +4 Resists +3% acid +15% fire +6% nature +9% darkness ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 76 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
tundral quiver of yew arrows of accuracy (20/20, 34-48 power, 10 apr)3.0 T3 arrow ammo [Ego] Nature/Master Power 34.0 - 47.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +17 Apr +10 Crit +2.0% Capacity 20 Ranged+ +17 cold On Crit.r2 +9 cold Arrows are used with bows to pierce your foes to death. |
reinforced dwarven-steel shield of physical resistance (+11%) (0 def, 9 armour, 136.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +9 Fatigue +8% Resists +11% physical ---------- misc Talents +1 Block Handheld deflection devices. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Islyta the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Spell.crit +2% Dmg.mod +15% lightning +12% blight ----- def ----- Resists +22% lightning +11% all Mind.save +18 (+7 eff.) ---------- misc Psi/ret +0.04 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ragalar the rough leather armour (18 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Res.pen +5% acid ----- def ----- Armour +2 Defense +18 (+6 eff.) Fatigue +6% Resists +1% physical Mind.save +3 (+1 eff.) Max.HP +20.00 A suit of armour made of leather. |
rough leather armour of acid resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% acid A suit of armour made of leather. |
Emelotha the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +5 Wil +1 Cun +1 Con ----- def ----- Crit.chn- 15.00% Max.HP +32.00 ---------- misc See.Invis +9 A belt that goes around your waist. |
Voruth1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Mind.crit +1% Dmg.mod +6% physical Apr +1 Melee Ret 8 physical ----- def ----- Resists +6% fire +7% cold ---------- misc Equi/ret +0.04 Max.hate +6.00 A belt that goes around your waist. |
blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +8 (+3 eff.) Stealth +5 A belt that goes around your waist. |
grounding rough leather belt of the giants1.0 T1 belt armor [Ego] Nature/Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Resists +6% lightning +5% temporal Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt 'Blindsnake'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +5% arcane +3% temporal Phys.save +15 (+5 eff.) Spell.save +5 (+3 eff.) Die.at -20.00 life Confus- +10% ---------- misc Light +1 Size +1 A belt that goes around your waist. |
Flametouch (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Mag +2 Wil +3 Cun +1 Con dps ---------- Dmg.mod +3% fire ----- def ----- Defense +1 (+0 eff.) ---------- misc See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Satyrstrike (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +6% nature ----- def ----- Defense +1 (+0 eff.) Resists +6% light +3% nature ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shiverreaper the cashmere cloak (2 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +21% cold Crit.chn- 15.00% Poison- +10% Silence- +20% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Searwrither' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Cun +2 Dex dps ---------- Crit.mult +5.00% Res.pen +15% mind Melee Ret 8 fire ----- def ----- Defense +2 (+1 eff.) Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Rotmark' (5 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +10% physical On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Armour +3 Defense +5 (+2 eff.) Resists +3% nature ---------- misc Infravis +1 A pair of boots made of leather. |
Galyhor (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +3 Dex dps ---------- Dmg.mod +3% temporal ----- def ----- Armour +3 Fatigue +2% Resists +6% cold +6% fire +3% temporal Crit.chn- 15.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Turoddakor the Bloomquarry (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.crit +4.0% Apr +3 ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +9% nature +9% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hettarig the Sootrace (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Dmg.mod +6% darkness Res.pen +25% darkness Melee Ret 2 darkness On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Armour +4 Fatigue +3% Resists +3% acid +3% nature Disengage: Puts all charms on 15 cooldown Level 1.3 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 112% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 125% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
grounding linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +5% lightning +6% temporal A pointy cloth hat, very wizardly... |
Mufang the rough leather cap (0 def, 5 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid Res.pen +5% physical Apr +2 ----- def ----- Armour +5 Fatigue +1% ---------- misc Max.stam +10.00 Infravis +2 A cap made of leather. |
rough leather cap 'Islagadheta' (5 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Phys.crit +2.0% Crit.mult +5.00% ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Resists +5% lightning +6% temporal ---------- misc Stam/turn +1.00 A cap made of leather. |
Blazeschism the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +3% fire Res.pen +15% lightning +10% fire ----- def ----- Armour +3 Fatigue +3% Resists +8% acid +25% fire +16% lightning +6% cold A cap made of leather. |
Rhadin the Nimbusblood (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- Res.pen +15% lightning +5% acid On Hit (Melee): * 20% chance to reduce armor by 26% ----- def ----- Armour +3 Fatigue +3% Resists +6% light +9% temporal Spell.save +3 (+2 eff.) A cap made of leather. |
Velotira (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +14 Cun +3 Wil dps ---------- Res.pen +10% mind ----- def ----- Defense +2 (+1 eff.) Mind.save +8 (+3 eff.) A pointy cloth hat, very wizardly... |
Adunne the iron helm (0 def, 11 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Crit.mult +10.00% Apr +1 ----- def ----- Armour +11 Fatigue +5% Resists +2% physical ---------- misc Hate/m.crit +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Hazehue' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +2 Con dps ---------- Mind.crit +7% Phys.pwr +4 (+1 eff.) Res.pen +10% cold Melee Ret 2 cold ----- def ----- Armour +4 Fatigue +4% Resists +6% cold ---------- misc Equi/ret +0.24 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
11 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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. |
4 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. |
2 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. |
2 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
227 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. |
Balancequencher2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +12% nature Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Resists +9% lightning Max.HP +45.00 ---------- 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.(78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern 'Halysadas'2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str ----- def ----- Resists +9% lightning +3% cold +6% temporal Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Heal.mod +11% ---------- 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. |
survivor's brass lantern of focus2.0 T1 lite [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Phys.save +5 (+1 eff.) Heal.mod +11% ---------- 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Gigalrata (dig speed 31 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Con dps ---------- Res.pen +5% physical Melee Ret 2 physical On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Resists +5% arcane ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Searfear (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Dex +4 Mag dps ---------- Mind.crit +3% Dmg.mod +6% mind ----- def ----- Fatigue -5% Resists +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 115.87 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 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. |
Bokilar the elm totem of healing [power 122] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +4 Dex +4 Con dps ---------- Phys.pwr +25 (+6 eff.) Apr +2 ----- def ----- Resists +5% arcane Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Nereta the Bloomkill [power 16] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Str +1 Mag +1 Con dps ---------- Dmg.mod +3% nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Aeradherin the Bleaksmasher [power 100] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Str +1 Mag +3 Cun dps ---------- Res.pen +5% light Fire a magical bolt dealing 135 cold damage Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Gina [power 188] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +6% mind Phys.save +9 (+3 eff.) HP.reg +4.00 Cut- +20% Disarm- +20% Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Harayon the Skeleton Brawler level 10
4th Flare 122nd year of Ascendancy at 20:22 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Harayon the Skeleton Brawler level 20
76th Dusk 122nd year of Ascendancy at 11:38 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Harayon the Skeleton Brawler level 20
77th Dusk 122nd year of Ascendancy at 00:19 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Harayon the Skeleton Brawler level 20
9th Haze 122nd year of Ascendancy at 05:51 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Harayon the Skeleton Brawler level 10
7th Flare 122nd year of Ascendancy at 20:42 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Harayon the Skeleton Brawler level 10
14th Dusk 122nd year of Ascendancy at 12:41 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Harayon the Skeleton Brawler level 15
40th Dusk 122nd year of Ascendancy at 00:56 see stats
Log
Ran for 2 turns (stop reason: hostile spotted to the south (gigantic sandworm tunneler)).
Harayon lashes out with a spinning backhand.
Harayon performs a melee critical strike against Gigantic sandworm tunneler!
You collect a new ingredient: sandworm tooth (1).
Harayon hits Gigantic sandworm tunneler for 342 physical damage.
Harayon killed Gigantic sandworm tunneler!
Talent Bone Armour is ready to use.
Harayon throws two quick punches.
Harayon misses Something.
Harayon misses Something.
Ran for 2 turns (stop reason: didn't move).
Something misses Harayon.
Eliwe the white ooze has garroted Harayon!
Harayon lashes out with a flurry of fists.
Eliwe the white ooze is encased in ice!
Harayon performs a melee critical strike against Eliwe the white ooze!
Harayon hits Eliwe the white ooze for (20 parried), 114 physical, 34 cold, 13 fire, 32 lightning, 24 acid, 10 lightning, 8 fire, 12 acid, 16 cold, (20 parried), 106 physical, 34 cold, (5 to ice), 8 fire, (13 to ice), 19 lightning, (10 to ice), 14 acid, (4 to ice), 6 lightning, (3 to ice), 5 fire, (5 to ice), 7 acid, (6 to ice), 10 cold, (98 to ice), 147 physical (620 total damage).
Harayon killed Eliwe the white ooze!
Harayon is free from Eliwe the white ooze's garrote.
Harayon picks up ( .): Gina [power 188] (20 cooldown).
Harayon picks up (D.): woollen robe (0 def, 0 armour).
Talent Double Strike is ready to use.
Talent Axe Kick is ready to use.






















































































































