














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 32 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by Adinne the king cobra at level 24 on the 50th Haze 122nd year of Ascendancy at 00:17 / 2Killed by Nerelewen the bandit at level 32 on the 4th Allure 123rd year of Ascendancy at 14:24 |
Primary Stats
| Strength | 97 (base 60) |
| Dexterity | 69 (base 18) |
| Constitution | 14 (base 10) |
| Magic | 90 (base 60) |
| Willpower | 19 (base 10) |
| Cunning | 24 (base 10) |
Resources
| Life | -502/868 |
| Positive | 62/143 |
| Stamina | 231/246 |
| Healing Factor | 1.1372895330003 |
| Regeneration | 3.696190982251 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 166 |
| Accuracy | 66 |
| Crit Chance | 46% |
| APR | 46 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Light | +61% |
| Lightning | +26% |
| Cold | +6% |
| Arcane | +10% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
| Light | +17% |
| Physical | +29% |
| Cold | +45% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 33.413408721348 (65.897138898113%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 17 |
| Physical Save | 33 |
| Spell Save | 32 |
| Mental Save | 15 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 22%( 70%) |
| All | 0%( 70%) |
| Lightning | + 28%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 24%( 70%) |
| Fire | 0%( 70%) |
| Darkness | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Knockback Resistance | 40% |
| Poison Resistance | 100% |
| Blind Resistance | 67% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 545 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 136 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: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Strength stat. |
Class Talents
| Celestial / Guardian | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost tinker from death by Emotta the degenerated skeleton warrior. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed warg claw. * You've found the needed pouch of luminous horror dust. 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 vial of greater demon bile. * You've found the needed bear paw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' 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 bloated horror heart. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed vial of fire wyrm saliva. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Nerariawen' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Resists +28% lightning +7% temporal Crit.chn- 15.00% Spell.save +6 (+3 eff.) Die.at -60.00 life Max.HP +100.00 A pair of boots made of leather. |
| Light source | 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.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Radhyrim the Glintbutcher (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +9 Str +7 Dex dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +18% light ----- def ----- Armour +4 Fatigue +4% Resists +6% light Phys.save +3 (+2 eff.) ---------- misc Stam/turn +3.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 869.4 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Alofast the Shadowidol (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +2 Str +2 Dex +3 Mag +4 Wil dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +4 (+1 eff.) Melee+ 6 arcane Dmg.mod +4% arcane Acc +13 (+3 eff.) Melee Ret 2 arcane On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Elenilachik [power 212] (2/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +6 Str +6 Dex +4 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +6 (+3 eff.) Heal yourself and all friendly characters within 10 spaces for 212 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Sparkwaker0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Dex +12 Mag +4 Cun dps ---------- Spell.pwr +8 (+2 eff.) Melee+ 23 light Ranged+ 22 light Dmg.mod +15% light +6% lightning Res.pen +10% lightning Acc +23 (+5 eff.) ---------- misc Max.stam +30.00 Rings make your fingers look great! |
| On fingers | Winterbliss the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +5 Wil +4 Cun dps ---------- Spell.pwr +5 (+1 eff.) Melee+ 5 physical Ranged+ 11 physical Res.pen +20% cold On Hit (Melee): * 10% chance to reduce all saves and defense by 15 On Hit (Ranged): * 12% chance to reduce all saves and defense by 15 ----- def ----- HP.reg +3.00 Stun/Frz- +20% ---------- misc Equi/ret +0.04 Hate/m.crit +1.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| Around neck | Flashtrail0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag dps ---------- Spell.crit +4% Crit.mult +13.00% Spell.pwr +4 (+1 eff.) Dmg.mod +5% acid +20% lightning +5% fire +6% arcane +6% cold Acc +6 (+1 eff.) Apr +14 ----- def ----- Resists +5% arcane Amulets make your neck look great! |
| In main hand | Starwing the stralite greatsword (163% power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Master Power 163% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +16 mind On Crit.r2 +12 mind On Hit: 20% Curse of Impotence 4 On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +16.0% Phys.pwr +17 (+5 eff.) Res.pen +5% mind +19% physical Acc +24 (+6 eff.) Apr +17 ---------- misc Light +3 Massive two-handed swords. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | stralite shield 'Glacierbreacher' (0 def, 8 armour, 173% power, 134 block)7.0 T4 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 173% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +134 On Hit: * 19% chance to reduce armor by 37% On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +7 (+2 eff.) Melee+ 7 acid Dmg.mod +15% light Res.pen +25% cold Melee Ret 9 acid 4 light ----- def ----- Armour +8 Fatigue +8% Resists +22% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | murderer's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +4 (+1 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness +17% temporal Def/telep +13 Res/telep +10% Dur/telep +18% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel mail armour 'Mayewen' (12 def, 8 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun ----- def ----- Armour +8 Defense +12 (+5 eff.) Fatigue +12% Resists +17% acid Die.at -60.00 life ---------- misc Stam/turn +3.00 Hate/m.crit +4.00 A suit of armour made of mail. |
Inventory
healing infusion of the sneak (heal 106; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 106 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (226.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 226.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, temporal, physical, nature, mind, arcane)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 5 temporal, 2 physical, 3 nature, 4 mind, 4 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 158 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-7 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
stabilizing steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +27% Amulets make your neck look great! |
steel amulet 'Ulfirab'0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Mind.crit +4% ----- def ----- Armour +6 Fatigue -6% Crit.chn- 10.00% Spell.save +6 (+3 eff.) Max.HP +60.00 HP.reg +7.00 Stun/Frz- +20% ---------- misc Max.hate +4.00 Amulets make your neck look great! |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
marksman's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +25% Rings make your fingers look great! |
Tuhek the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Dex +5 Wil +6 Cun dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +6% mind +6% temporal Res.pen +20% physical Acc +10 (+2 eff.) ----- def ----- Armour +6 Resists +3% physical Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.27 cold and 9.69 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
gladiator's steel ring of corrosion (+22%) =+5 con=0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings make your fingers look great! |
marksman's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Mind.save +5 (+5 eff.) Confus- +20% Rings make your fingers look great! |
steel greatmaul 'Balugorn' (134% power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Power 134% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +13 cold On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +5 Str dps ---------- Spell.crit +2% Dmg.mod +9% mind +10% physical Phasing +30% Acc +10 (+2 eff.) Massive two-handed mauls. |
elemental dwarven-steel greatmaul of crippling (153% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego++] Arcane/Master Power 153% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 96 fire damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +7% fire Res.pen +12% fire Massive two-handed mauls. |
iron greatsword (117% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 117% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Genocide (152% power, 4 apr)3.0 T3 greatsword 2H weapon Reqs Wil 20 [Unique] Nature/Master Power 152% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
acidic iron longsword of daylight (105% power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 light Against +6% Undead On Crit: * Splash the target with acid dealing 160 damage over 5 turns and reducing armor and accuracy by 20 Sharp, long, and deadly. |
flaming steel longsword of daylight (114% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 114% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 light Against +9% Undead On Hit.r1 +7 fire Sharp, long, and deadly. |
iron mace (103% power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
Bloompierce (119% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: 20% Curse of Death 2 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Res.pen +10% nature On Hit (Melee): * 10% chance to slow global speed by 40% ----- def ----- Resists +6% nature Blunt and deadly. |
Cracklegasher the stralite mace (146% power, 5 apr) =+7 con=3.0 T4 mace 1H weapon [Random Unique] Nature/Psionic Power 147% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit.r2 +17 lightning +21 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +7 Str +7 Dex +7 Mag +6 Wil +11 Cun +7 Con dps ---------- Mov.spd +38% Dmg.mod +3% lightning Res.pen +17% lightning +14% cold ----- def ----- Resists +3% acid +6% temporal +6% nature +3% light Blunt and deadly. |
Cuthaleg the Cracklejam (119% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 blight +7 light Against +8% Undead On Crit.r2 +12 lightning On Hit: * 11% chance to reduce strength, dexterity, and constitution by 27 While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +15% lightning One-handed war axes. |
flaming steel waraxe of massacre (115% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 115% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +5 fire One-handed war axes. |
steel waraxe 'Corruptionstreak' (107% power, 12 apr)3.0 T2 waraxe 1H weapon [Rare] Disrupt Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +4.0% Atk.spd 100% On Hit.r1 +8 nature On Hit: * 9% chance to slow global speed by 40% While equipped: Stats +4 Con dps ---------- Phys.crit +2.0% Res.pen +15% cold ----- def ----- Defense +30 (+11 eff.) One-handed war axes. |
dwarven-steel waraxe 'Taintquench' (123% power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 123% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +12 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Melee Ret 10 nature ----- def ----- Resists +6% nature Phys.save +12 (+6 eff.) Spell.save +15 (+7 eff.) Mind.save +12 (+8 eff.) Max.HP +40.00 One-handed war axes. |
Mardemas the dwarven-steel dagger (112% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Disrupt Power 112% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Against +17% Unnatural While equipped: Stats +4 Wil ----- def ----- Resists +9% acid +3% temporal +6% mind +15% blight Spell.save +12 (+6 eff.) Cut- +20% Sharp, short and deadly. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Mercy (143% power, 9 apr)1.0 T4 dagger 1H weapon [Unique] Psionic Power 144% Range: 1.3x Uses 55% Dex, 45% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Seeds of the Black Tree (115% power, 27 apr, darkness damage)3.0 T4 mindstar 1H weapon Reqs Wil 28 [Unique] Nature/Psionic/Unknown Power 115% Range: 1.1x Uses 40% Wil, 30% Mag Dmg Darkness Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+6 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Poluvena =+8 con=4.0 T2 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +14 cold While equipped: Stats +8 Con +12 Wil dps ---------- Dmg.mod +14% cold Res.pen +8% all Acc +8 (+2 eff.) Apr +10 ----- def ----- Resists +5% arcane Max.HP +57.00 Longbows are used to shoot arrows at your foes. |
Pouch of the Subconscious (20/20, 147% power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 147% Range: 1.2x Uses 10% Wil, 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Titanic (20 def, 18 armour, 159% power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 160% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+8 eff.) Rng.Def +10 (+4 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
reinforced dwarven-steel shield of the stars (0 def, 10 armour, 138% power, 133 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 138% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +133 Melee+ +12 light +11 darkness While equipped: Stats +3 Cun +1 Mag dps ---------- Dmg.mod +13% light +12% darkness ----- def ----- Armour +10 Fatigue +8% Resists +12% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
flaming stralite shield (0 def, 8 armour, 156% power, 142 block)7.0 T4 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 157% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +142 On Hit.r1 +14 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 6 fire ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Barygolin the cashmere robe (0 def, 0 armour) =wtf bro=2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +11 Str +17 Mag +19 Wil dps ---------- Spell.crit +3% Crit.mult +10.00% Dmg.mod +25% lightning +24% physical +23% cold ----- def ----- Resists +17% lightning +16% cold +11% all ---------- misc Mana/turn +0.15 Psi/turn +0.19 Equi/ret +0.16 Max.hate +6.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+4 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+9 eff.) Mind.save +15 (+10 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
impenetrable iron mail armour of temporal resistance (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +15% temporal A suit of armour made of mail. |
rejuvenating steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% HP.reg +2.00 ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
Sleetsever the linen cloak (1 def, 0 armour) =+4 con=2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +4 Con dps ---------- Phys.crit +2.0% Melee Ret 6 temporal ----- def ----- Defense +1 (+1 eff.) Resists +12% cold Spell.save +7 (+3 eff.) Mind.save +7 (+6 eff.) Die.at -80.00 life Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Gilelin the Blazebait (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +1 Dex +4 Wil +3 Cun dps ---------- Dmg.mod +12% light Res.pen +15% light Melee Ret 4 acid ----- def ----- Armour +3 Fatigue -6% Phys.save +9 (+5 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
Shockworth (0 def, 3 armour) =+5 con=2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +2 Dex +1 Wil +5 Con dps ---------- Dmg.mod +12% mind +6% physical Melee Ret 6 lightning ----- def ----- Armour +3 Resists +9% lightning Crit.chn- 10.00% ---------- misc Light +3 Size +1 A pair of boots made of leather. |
blood-soaked pair of hardened leather boots of strife (0 def, 3 armour)2.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Mind.pwr +5 (+2 eff.) Res.pen +7% physical Apr +5 ----- def ----- Armour +3 Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 A pair of boots made of leather. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +5 (+3 eff.) ---------- misc Max.enc +20 Stam/turn +0.30 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Prismoozer' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.crit +2% Dmg.mod +6% mind Res.pen +10% mind +25% light ----- def ----- Armour +4 Fatigue +3% Resists +10% lightning +10% temporal Mind.save +18 (+11 eff.) ---------- misc Max.hate +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Ce'Nonn' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +9 Mag +5 Wil +2 Cun dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 6 arcane Dmg.mod +9% arcane Acc +6 (+1 eff.) Melee Ret 2 blight On Hit (Melee): * 10% chance to reduce all saves and defense by 15 ----- def ----- Armour +2 Resists +8% darkness +5% arcane +9% mind ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +17 (+4 eff.) ----- def ----- Armour +2 Phys.save +5 (+3 eff.) Mind.save +5 (+5 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's hardened leather gloves (0 def, 9 armour) =+8 con=1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +8 Con ----- def ----- Armour +9 Hardiness +6% Resists +5% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 5 lightning Dmg.mod +3% lightning ----- def ----- Armour +2 Resists +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 167.72 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
dwarven-steel gauntlets 'Duvizor' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str +3 Dex +9 Mag +3 Cun dps ---------- Melee+ 9 acid Dmg.mod +5% acid +11% arcane Res.pen +10% blight ----- def ----- Armour +2 Fatigue +3% Resists +6% acid Phys.save +8 (+4 eff.) ---------- misc Mana/turn +0.08 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Ashspiker (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Con dps ---------- Mind.crit +1% Mind.pwr +10 (+5 eff.) Dmg.mod +6% mind Res.pen +5% fire ----- def ----- Armour +1 Fatigue +1% Mind.save +3 (+3 eff.) A cap made of leather. |
rough leather cap 'Armiregorath' (0 def, 5 armour) =+4 con=2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.crit +1.0% Crit.mult +5.00% Res.pen +5% physical Apr +1 ----- def ----- Armour +5 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Layeselaith (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +9 Wil dps ---------- Mind.pwr +20 (+10 eff.) Dmg.mod +16% light ----- def ----- Defense +2 (+1 eff.) Resists +24% light ---------- misc Equi/ret +0.20 Psi/ret +0.28 A pointy cloth hat, very wizardly... |
Zanahir the Sleetroar (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +3 Dex +4 Wil +3 Con dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +6% cold ----- def ----- Armour +3 Fatigue +3% Resists +12% acid +7% physical +9% cold Phys.save +8 (+4 eff.) A cap made of leather. |
Artherach the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +20 (+5 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +9% blight ---------- misc Max.stam +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Burnwisp the iron helm (0 def, 3 armour) =+8 con=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Con ----- def ----- Armour +3 Fatigue +5% Resists +21% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Decayed Visage (0 def, 0 armour)1.0 T3 head armor Reqs Wil 20 [Unique] Arcane While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.crit +7% Dmg.mod +10% blight +9% arcane Melee Ret 10 vim draining blight ----- def ----- Resists +8% blight +7% darkness +5% arcane Spell.save +7 (+3 eff.) Mind.save +8 (+6 eff.) ---------- misc Max.vim +55.00 Vimsense: Level 2.0 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 14% and all saves by 23, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
8 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. |
8 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 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
8 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. |
8 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. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
6 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+5 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+5 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. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
429 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass 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. |
Isimina the Frozenraze =+6 con=1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +6 Con ----- def ----- Resists +10% blight +6% cold Crit.chn- 10.00% Mind.save +8 (+6 eff.) HP.reg +4.00 ---------- misc Light +8 See.Stealth +6 See.Invis +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Eremodil the Lightningpiety (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +10 Str dps ---------- Crit.mult +5.00% Apr +7 Melee Ret 4 lightning ----- def ----- Die.at -20.00 life While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Radiancewind' (dig speed 14 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +14.00% Phys.pwr +7 (+2 eff.) Apr +6 ----- def ----- Armour +2 Resists +18% darkness Cut- +20% ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
iron torque of mindblast [power 105] (2/15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Phoenixbliss [power 240] (2/15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning +12% fire +18% darkness Res.pen +10% darkness +25% fire ----- def ----- Resists +6% lightning Blast the opponent's mind dealing 240 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Dridin the Filthswift [power 116] (2/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 40% ----- def ----- Resists +9% lightning +3% cold +3% nature +5% arcane HP.reg +4.00 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to heal for 40. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Rigel the Skeleton Sun Paladin level 27
61st Haze 122nd year of Ascendancy at 16:53 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Rigel the Skeleton Sun Paladin level 10
12nd Dusk 122nd year of Ascendancy at 12:33 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Rigel the Skeleton Sun Paladin level 30
75th Haze 122nd year of Ascendancy at 03:58 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Rigel the Skeleton Sun Paladin level 26
60th Haze 122nd year of Ascendancy at 20:17 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Rigel the Skeleton Sun Paladin level 21
3rd Haze 122nd year of Ascendancy at 14:37 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Rigel the Skeleton Sun Paladin level 31
2nd Decay 122nd year of Ascendancy at 20:48 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Rigel the Skeleton Sun Paladin level 21
64th Dusk 122nd year of Ascendancy at 20:53 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Rigel the Skeleton Sun Paladin level 10
12nd Dusk 122nd year of Ascendancy at 12:31 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Rigel the Skeleton Sun Paladin level 20
61st Dusk 122nd year of Ascendancy at 06:59 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Rigel the Skeleton Sun Paladin level 30
72nd Haze 122nd year of Ascendancy at 15:43 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Rigel the Skeleton Sun Paladin level 24
32nd Haze 122nd year of Ascendancy at 06:22 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Rigel the Skeleton Sun Paladin level 18
48th Dusk 122nd year of Ascendancy at 17:06 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Rigel the Skeleton Sun Paladin level 24
50th Haze 122nd year of Ascendancy at 14:20 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Rigel the Skeleton Sun Paladin level 9
4th Dusk 122nd year of Ascendancy at 22:08 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Rigel the Skeleton Sun Paladin level 23
28th Haze 122nd year of Ascendancy at 11:26 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Rigel the Skeleton Sun Paladin level 13
22nd Dusk 122nd year of Ascendancy at 21:01 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Rigel the Skeleton Sun Paladin level 23
27th Haze 122nd year of Ascendancy at 11:34 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Rigel the Skeleton Sun Paladin level 21
65th Dusk 122nd year of Ascendancy at 02:12 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Rigel the Skeleton Sun Paladin level 15
32nd Dusk 122nd year of Ascendancy at 23:35 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Rigel the Skeleton Sun Paladin level 24
50th Haze 122nd year of Ascendancy at 00:18 see stats
Log
Greater Weapon Focus from Salira the cutpurse performs a melee critical strike against Rigel!
Rigel is stunned!
Salira the cutpurse performs a melee critical strike against Rigel!
Rigel is recovering from the damage!
Greater Weapon Focus from Salira the cutpurse performs a melee critical strike against Rigel!
Rigel HEALS from light damage!
Galle the cutpurse's Ice Shards hits Rigel for 178 arcane damage.
Greater Weapon Focus from Salira the cutpurse hits Rigel for 119 physical, 23 darkness, 243 physical, 2 light, 3 healing, 23 darkness (410 total damage) [3 healing].
Salira the cutpurse hits Rigel for (1 absorbed), 109 physical, 23 darkness, 252 physical, 2 light, 3 healing, 23 darkness (409 total damage) [3 healing].
Melee retaliation hits Salira the cutpurse for 28 light, 1 light, 1 arcane, 7 light, 4 acid, 28 light, 1 light, 1 arcane, 7 light, 4 acid, 12 light, 1 light, 0 arcane, 3 light, 2 acid, 12 light, 1 light, 0 arcane, 3 light, 2 acid (118 total damage).
Galle the cutpurse's Ice Shards hits Salira the cutpurse for 148 arcane damage.
Rigel is no longer out of phase.
Galle the cutpurse loses sight!
Beliwe the thief is not dazed anymore.
Talent Fearless Cleave is ready to use.
Burning from Galle the cutpurse hits Rigel for 57 arcane damage.
Searing Sight hits Beliwe the thief for (15 to psi shield), 23 light (23 total damage).
Searing Sight hits Galle the cutpurse for 31 light damage.
Searing Sight hits Salira the cutpurse for 33 light damage.
Searing Sight hits Nerelewen the bandit for (18 absorbed), 0 light (0 total damage).
Searing Sight hits Salomiwen the assassin for 34 light damage.
Nerelewen the bandit recovers sight.
LIFE LOST WARNING!
Weapon of Light hits Galle the cutpurse for 9 light damage.
Weapon of Light hits Salira the cutpurse for 10 light damage.
Rigel hits Salira the cutpurse for 25 light, 10 physical, 2 light, 1 arcane, 15 light, 2 light, 1 acid, 2 light, 1 physical, 2 light, 1 arcane, 10 light (70 total damage).
Nerelewen the bandit casts Moonlight Ray.
Nerelewen the bandit hits Rigel for 339 darkness damage.
Rigel the level 32 skeleton sun paladin was swallowed by the void to death by Nerelewen the bandit on level 1 of Damp Cave.










































































































































