










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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:
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 | Ghoul |
| Class | Anorithil |
| Level / Exp | 32 / 83% |
| Size | big |
| Lifes / Deaths | Killed by Yvirebrevea the storm drake at level 32 on the 4th Allure 123rd year of Ascendancy at 14:36 / 1 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 24 (base 10) |
| Constitution | 74 (base 60) |
| Magic | 87 (base 60) |
| Willpower | 23 (base 10) |
| Cunning | 36 (base 15) |
Resources
| Life | -141/1436 |
| Mana | 351/351 |
| Negative | 18/143 |
| Positive | 80/143 |
| Healing Factor | 1.495168050532 |
| Regeneration | 3.3641281136969 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +9.9999999999999% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
| See Invisible | 1.7763568394003E-15 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 35 |
| Crit Chance | 13% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +14% |
| Light | +45% |
| Temporal | +15% |
| Darkness | +27% |
| Physical | +15% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| Acid | +25% |
Defense: Base
| Armour (hardiness) | 34.142857142857 (55.65183292883%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 46 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Physical | + 18%( 70%) |
| Cold | + 26%( 70%) |
| All | + 17%( 70%) |
| Darkness | + 30%( 70%) |
| Light | + 49%( 70%) |
| Lightning | + 51%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 80% |
| Stun Resistance | 50% |
Inscriptions (4/4)
| 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 573 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: 19 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 137 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 233.40 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Celestial / Star fury | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | The target is surrounded by a magical shield, absorbing 251/251 damage before it crumbles. Damage Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost tinker from death by ritch flamespitter. Escort: lost tinker (level 1 of Old Forest) | failed |
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 Minotaur. * 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed black mamba head. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed sandworm tooth. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 | Hurumas (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Dex +4 Mag +6 Lck defense ------ Armor +1 Resistance +6% fire +3% darkness +3% light Stealth +6 other ------- Infravision +1 A pair of boots made of leather. |
| Quiver | 876 alchemist agate0.0 Encumbrance 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. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | clarifying cashmere wizard hat of arcana (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil +4 Cun offense ------ Spellpower +4 (+1 eff.) defense ------ Defense +2 (+1 eff.) Mind save +7 (+2 eff.) A pointy cloth hat, very wizardly... |
| Tool | Dazzlespar [power 245] (10/15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +10% light +25% acid When Hit 10 light other ------- Light +2 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 282 physical damage Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | savior's copper ring of warding0.1 Encumbrance T1 ring jewelry [Ego+] Arcane/Master While equipped: defense ------ Resistance +10% acid +11% fire +11% lightning +11% cold Physical save +7 (+2 eff.) Spell save +7 (+2 eff.) Mind save +8 (+3 eff.) Rings make your fingers look great! |
| On fingers | conjurer's gold ring of luminosity0.1 Encumbrance T3 ring jewelry [Ego++] Arcane While equipped: Stats +6 Wil +9 Mag offense ------ Spellpower +11 (+3 eff.) On-Hit 24 light On-Ranged-Hit 18 light Damage +14% light Rings make your fingers look great! |
| Around waist | hardened leather belt 'Camorab'1.0 Encumbrance T3 belt armor [Random Unique] Master While equipped: Stats +6 Cun +5 Wil offense ------ Physical Power +4 (+2 eff.) Against +29% Summoned defense ------ Defense +20 (+7 eff.) Resistance +9% lightning +1% physical +6% nature Resist Against +22% Summoned Spell save +8 (+3 eff.) Stealth +8 Silence Resist +20% other ------- Size +1 A belt that goes around your waist. |
| In main hand | Eclipse (117% power, 4 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 117% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+3 eff.) Damage +15% light +15% physical +15% darkness +15% temporal other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
| On hands | Floequell (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +2 Mag +2 Cun offense ------ Physical Power +8 (+4 eff.) On-Hit 8 darkness Damage +3% darkness +6% cold On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +2 Fatigue +3% Resistance +6% light +13% darkness Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.3 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 96.95 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | linen robe 'Elenagoharalen' (0 def, 10 armour) =+20% lightning res=2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +3 Dex +3 Mag offense ------ Damage +14% lightning Accuracy +30 (+12 eff.) defense ------ Armor +10 Resistance +21% lightning +7% all other ------- Max stamina +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+3 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | wanderer's gold amulet of the eclipse0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +6 Dex +6 Cun +6 Con offense ------ Move Speed +10% On-Hit 7 light 8 darkness Damage +6% light +9% darkness When Hit: * 9% chance to reduce damage dealt by 16% * 10% chance to blind defense ------ Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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. |
acid wave rune (damage 30; dur 4; cd 20)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 30.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
acid wave rune (damage 175; dur 4; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 175.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
biting gale rune (damage 32; dur 4; cd 22)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 31.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 68; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 68 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
teleportation rune (range 50; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 50 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Islenn the Sootwedge0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Wil +3 Mag offense ------ Damage +3% mind +6% darkness When Hit 6 temporal other ------- Max hate +6.00 Amulets make your neck look great! |
Ravenworth the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex offense ------ Damage +6% light +3% darkness Ignore resists +25% darkness defense ------ Resistance +3% darkness Amulets make your neck look great! |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Genn the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +5 Mag +5 Cun +4 Con offense ------ When Hit 10 mind other ------- Light +2 See Invisibility +9 Amulets make your neck look great! |
steel amulet 'Gigas'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Cun +4 Con offense ------ Move Speed +10% When Hit 2 arcane defense ------ Fatigue -5% Resistance +6% mind +7% physical Life Regen +2.00 Blind Resist +13% other ------- Stamina/turn +0.80 Infravision +3 Sight +2 See Invisibility +8 Amulets make your neck look great! |
starlit gold amulet of strength (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str defense ------ Resistance +14% light +13% darkness Blind Resist +30% Amulets make your neck look great! |
Hathunik the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Accuracy +5 (+3 eff.) defense ------ Defense +5 (+2 eff.) Resistance +5% arcane Physical save +4 (+1 eff.) Unlife -20.00 life other ------- Max stamina +30.00 Rings make your fingers look great! |
copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
warrior's copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +3 Str offense ------ Accuracy +8 (+4 eff.) Ignore Armor +8 defense ------ Armor +6 Defense +8 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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! |
Brandwild0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +14% fire Ignore resists +25% mind +20% fire On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Resistance +3% lightning +28% fire +15% mind Rings make your fingers look great! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.12 cold and 12.06 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. |
mule's steel ring of life0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Fatigue -5% Life +42.00 Life Regen +9.00 Healmod +11% other ------- Encumbrance +23 Rings make your fingers look great! |
steel ring 'Mayurida'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Str +2 Mag +1 Cun +4 Con offense ------ Physical Power +7 (+4 eff.) On-Hit 7 physical On-Ranged-Hit 5 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 19 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 19 defense ------ Resistance +5% arcane Spell save +13 (+4 eff.) Healmod +10% Disarm Resist +10% other ------- Hate-on-crit +2.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Ebonygrinder =insane light res=0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +10 (+5 eff.) Damage +27% light +12% acid When Hit 8 acid On-Hit (Melee): * 10% chance to reduce damage dealt by 16% defense ------ Resistance +54% light +6% darkness Rings make your fingers look great! |
conjurer's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil offense ------ Spellpower +7 (+2 eff.) Rings make your fingers look great! |
gold ring 'Layonor'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +6 Dex offense ------ Mindpower +15 (+8 eff.) Damage +15% mind Ignore resists +25% acid Accuracy +12 (+6 eff.) other ------- Max psi +40.00 Rings make your fingers look great! |
gold ring of darkness (+22%)0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Rings make your fingers look great! |
Veluba the ash starstaff (118% power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 119% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +11 Mag +7 Wil +8 Cun +2 Con offense ------ Spell Crit +2% Critical power +27.00% Spellpower +11 (+3 eff.) Spellpower/crit +5 Damage +6% blight +19% darkness other ------- Negative/turn +0.20 Vim-on-crit +5.00 Max vim +26.00 Max negative +21.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff (120% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Normal] Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Treereeve (125% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Arcane Weapon Damage 126% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +16 temporal On-Hit, radius 1 +20 cold On-crit, radius 2 +20 nature On Hit: * 20% chance to slow global speed by 44% While equipped: defense ------ Resistance +6% acid +16% temporal Physical save +9 (+3 eff.) Spell save +6 (+2 eff.) Life +40.00 Silence Resist +20% Massive two-handed battleaxes. |
Arcvagrant (135% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Nature Weapon Damage 136% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +20 lightning On-crit, radius 2 +24 lightning +24 cold +20 mind On Hit: * 20% chance to reduce armor by 38% While equipped: offense ------ Move Speed +45% Damage +6% lightning Ignore resists +14% lightning +13% cold +10% mind On-Hit (Melee): * 20% chance to reduce armor by 38% Massive two-handed mauls. |
Goraba the steel greatsword (131% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Rare] Master Weapon Damage 131% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +8.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +10 Mag +4 Con offense ------ Physical Crit +13.0% Accuracy +10 (+5 eff.) other ------- Stamina/turn +3.00 Massive two-handed swords. |
Infernowrest (107% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Arcane Weapon Damage 107% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +10 light Damage Against +12% Undead While equipped: defense ------ Defense +10 (+3 eff.) Resistance +5% arcane +3% physical +12% light +6% fire Physical save +12 (+4 eff.) Spell save +9 (+3 eff.) Cut Resist +20% Blunt and deadly. |
Xeralrana the steel mace (103% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Psionic Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +11 mind On Hit: * 16% chance to reduce all saves and defense by 19 While equipped: Stats +3 Cun +3 Wil offense ------ Spell Crit +4% Critical power +30.00% Damage +9% blight Ignore resists +10% mind other ------- Max mana +100.00 Light +3 Blunt and deadly. |
resonating thorny mindstar of storms (97% power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego++] Nature/Psionic Weapon Damage 97% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Str +2 Dex +4 Mag +3 Wil +1 Cun +1 Con offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Resonance +16% On-Hit 6 lightning Damage +4% mind +10% lightning Ignore resists +4% mind +4% lightning defense ------ Resistance +4% mind +7% lightning other ------- Psi when Hit +0.80 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Zegund the Abyssraven4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Rare] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +9 cold On-Hit, radius 1 +16 fire While equipped: offense ------ Damage +12% cold defense ------ Resistance +18% lightning +12% darkness Crit Resistance 15.00% Unlife -80.00 life Slings are used to hurl stones or metal shots at your foes. |
Singespiker the quiver of ash arrows (15/15, 120% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Rare] Psionic Weapon Damage 121% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 15 On-ranged-hit +20 blight +16 fire +27 physical On-Hit, radius 1 +20 cold On Hit: * 20% chance to reduce strength, dexterity, and constitution by 28 * 20% chance to knock the target back 3 spaces and deal 104 physical damage Arrows are used with bows to pierce your foes to death. |
sunsealed Rags of the Sanctuary of the mind (+6%) (4 def, 4 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane/Psionic While equipped: Stats +4 Mag offense ------ Damage +8% light +12% mind defense ------ Armor +4 Defense +4 (+1 eff.) Resistance +12% mind +6% light +6% darkness +7% all Life +31.00 other ------- Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+3 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. |
dreamer's cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Nature/Psionic While equipped: defense ------ Resistance +5% blight +11% darkness +10% mind +11% all Physical save +11 (+4 eff.) Spell save +11 (+4 eff.) Mind save +20 (+7 eff.) Life +55.00 Life Regen +1.70 Healmod +14% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's silk robe of power (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: offense ------ Spellpower +10 (+3 eff.) Damage +10% all defense ------ Resistance +6% lightning +9% darkness +6% light +8% blight +8% fire +9% cold +13% all Physical save +14 (+5 eff.) Spell save +26 (+9 eff.) Mind save +13 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xanevena the reinforced leather armour (18 def, 7 armour) =10 str 11 dex=9.0 Encumbrance T4 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +10 Str +11 Dex +4 Mag +7 Wil +6 Cun offense ------ Spell Crit +2% Spellpower +20 (+5 eff.) Ignore Shields +20% When Hit 4 arcane defense ------ Armor +7 Defense +18 (+6 eff.) Fatigue +8% Resistance +20% acid Physical save +9 (+3 eff.) Life +51.00 other ------- Mana-on-crit +1.00 A suit of armour made of leather. |
Tarand the Blazeveil1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Armor +2 Defense +5 (+2 eff.) Life +53.00 Life Regen +4.00 Disease Resist +20% other ------- Light +2 A belt that goes around your waist. |
rough leather belt 'Islonor'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) Spellpower/crit +10 Ignore Shields +10% defense ------ Resistance +6% cold Spell save +3 (+1 eff.) Mind save +7 (+2 eff.) other ------- Max mana +20.00 A belt that goes around your waist. |
Carrionspawner1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex +4 Wil +4 Cun offense ------ Critical power +5.00% Physical Power +5 (+3 eff.) Ignore resists +15% blight defense ------ Resistance +9% nature Physical save +12 (+4 eff.) Spell save +21 (+7 eff.) Mind save +13 (+4 eff.) Life Regen +1.50 Healmod +12% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana/turn +0.04 Size +1 A belt that goes around your waist. |
Obsidianward the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: offense ------ Damage +15% darkness +3% arcane Ignore resists +5% darkness defense ------ Defense +1 (+0 eff.) Resistance +3% light Spell save +6 (+2 eff.) Mind save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zubina the linen cloak (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Spell Crit +1% Ignore resists +10% arcane When Hit 4 arcane defense ------ Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Unlife -40.00 life Blind Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layita the Chillsmash (7 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +3 Str +2 Dex offense ------ Physical Crit +3.0% When Hit 8 physical defense ------ Defense +7 (+2 eff.) Resistance +6% cold Unlife -80.00 life Life +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wildkin the cashmere cloak (9 def, 6 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Mag +3 Wil offense ------ Damage +13% darkness +21% nature Ignore resists +7% darkness +10% nature defense ------ Armor +6 Defense +9 (+3 eff.) Resistance +19% darkness +3% fire Physical save +11 (+4 eff.) Spell save +12 (+4 eff.) Mind save +15 (+5 eff.) Stealth +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- 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. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Eclipsefury the hardened leather gloves (0 def, 18 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +2 Str +2 Dex offense ------ Physical Crit +4.0% Damage +9% darkness defense ------ Armor +18 Unlife -80.00 life Life Regen +3.80 other ------- Stamina/turn +0.70 Psi/turn +0.15 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. |
cinder hardened leather gloves of the juggernaut (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Nature/Master While equipped: Stats +1 Con offense ------ On-Hit 7 fire Damage +5% fire defense ------ Armor +2 Resistance +7% fire Physical save +15 (+5 eff.) Spell save +5 (+2 eff.) Mind save +3 (+1 eff.) Disarm Resist +35% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Scabbone the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Damage +30% acid +21% temporal +6% nature Ignore resists +20% acid On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Armor +2 Fatigue +3% Life Regen +6.00 other ------- Stamina/turn +1.30 Max stamina +19.00 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. |
brawler's dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego++] Master/Psionic While equipped: Stats +4 Str +3 Dex +6 Cun offense ------ Accuracy +6 (+3 eff.) defense ------ Armor +2 Fatigue +3% Resistance +6% darkness Physical save +8 (+3 eff.) other ------- Infravision +2 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Deepszephyr the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Str +4 Mag +3 Cun +1 Con offense ------ Damage +11% lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Defense +1 (+0 eff.) Resistance +16% lightning A pointy cloth hat, very wizardly... |
Notokhad the hardened leather cap (0 def, 3 armour) =WB with good values=2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +2 Mag +5 Wil +4 Con offense ------ Physical Power +8 (+4 eff.) Spellpower +5 (+2 eff.) defense ------ Armor +3 Fatigue +3% Resistance +16% cold +3% mind +8% physical Physical save +13 (+4 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max vim +40.00 Breathe water A cap made of leather. |
9 agate0.0 Encumbrance 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. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance 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. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 Encumbrance 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 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +41.00 other ------- 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. |
Light of Revelation2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Eilinetta (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex offense ------ Physical Crit +1.0% Damage +6% physical Ignore Armor +1 When Hit 4 temporal defense ------ Resistance +6% darkness +6% fire Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 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 7 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. |
Transmogrification Chest2.0 Encumbrance 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 Entropy (0/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 137% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 32/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance 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 Bonus Ball the Ghoul Anorithil level 30
60th Haze 122nd year of Ascendancy at 16:52 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Bonus Ball the Ghoul Anorithil level 24
75th Dusk 122nd year of Ascendancy at 22:28 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Bonus Ball the Ghoul Anorithil level 24
13rd Haze 122nd year of Ascendancy at 06:04 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Bonus Ball the Ghoul Anorithil level 13
9th Flare 122nd year of Ascendancy at 01:57 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Bonus Ball the Ghoul Anorithil level 31
6th Decay 122nd year of Ascendancy at 07:27 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Bonus Ball the Ghoul Anorithil level 30
60th Haze 122nd year of Ascendancy at 23:38 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Bonus Ball the Ghoul Anorithil level 22
60th Dusk 122nd year of Ascendancy at 10:07 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Bonus Ball the Ghoul Anorithil level 10
8th Mirth 122nd year of Ascendancy at 13:45 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Bonus Ball the Ghoul Anorithil level 20
52nd Dusk 122nd year of Ascendancy at 19:50 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Bonus Ball the Ghoul Anorithil level 30
59th Haze 122nd year of Ascendancy at 09:42 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Bonus Ball the Ghoul Anorithil level 25
35th Haze 122nd year of Ascendancy at 04:20 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Bonus Ball the Ghoul Anorithil level 25
39th Haze 122nd year of Ascendancy at 04:01 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Bonus Ball the Ghoul Anorithil level 23
73rd Dusk 122nd year of Ascendancy at 20:15 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Bonus Ball the Ghoul Anorithil level 10
9th Mirth 122nd year of Ascendancy at 05:56 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Bonus Ball the Ghoul Anorithil level 28
57th Haze 122nd year of Ascendancy at 12:52 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 Bonus Ball the Ghoul Anorithil level 24
20th Haze 122nd year of Ascendancy at 10:58 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Bonus Ball the Ghoul Anorithil level 13
13rd Dusk 122nd year of Ascendancy at 03:33 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Bonus Ball the Ghoul Anorithil level 24
19th Haze 122nd year of Ascendancy at 15:51 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Bonus Ball the Ghoul Anorithil level 22
60th Dusk 122nd year of Ascendancy at 13:58 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bonus Ball the Ghoul Anorithil level 16
32nd Dusk 122nd year of Ascendancy at 02:35 see stats
Log
Bonus Ball is no longer poisoned.
Bonus Ball is cured!
Bonus Ball deactivates Chant of Resistance.
Bonus Ball uses Ghoulish Leap.
Bonus Ball speeds up.
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Talent Healing Light is ready to use.
Talent Hymn of Shadows is ready to use.
Talent Hymn of Perseverance is ready to use.
Yvirebrevea the storm drake is no longer evading attacks.
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Bonus Ball activates Hymn of Shadows.
Bonus Ball activates Hymn of Perseverance.
Bonus Ball deactivates Hymn of Shadows.
Bonus Ball is moving at extreme speed!
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Bonus Ball is fully armored again.
Yvirebrevea the storm drake shrugs off Bonus Ball's 'Blinded'!
Talent Rune: Shatter Afflictions is ready to use.
Hymn of Perseverance hits Yvirebrevea the storm drake for 13 darkness damage.
Bonus Ball resists the vile poison!
Yvirebrevea the storm drake is back to normal.
Melee retaliation hits Yvirebrevea the storm drake for 9 darkness, 35 light (44 total damage).
Yvirebrevea the storm drake hits Bonus Ball for 120 physical, 7 arcane (127 total damage).
Bonus Ball the level 32 ghoul anorithil was blasted to death by Yvirebrevea the storm drake on level 2 of Tempest Peak.
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A shield forms around Bonus Ball.

















































































































