









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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | 23 / 61% |
| Size | medium |
| Lifes / Deaths | Killed by Grand Corruptor at level 23 on the 50th Haze 122nd year of Ascendancy at 21:39 / 1 |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 58 (base 42) |
| Magic | 72 (base 53) |
| Willpower | 19 (base 10) |
| Cunning | 11 (base 13) |
Resources
| Life | -463/871 |
| Mana | 157/277 |
| Negative | 86/116 |
| Positive | 50/116 |
| Healing Factor | 1.7201339505268 |
| Regeneration | 10.062783610582 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 3 |
| See Stealth | 6 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 20 |
| Crit Chance | 4% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +20% |
| Light | +28% |
| Arcane | +8% |
| Fire | 0% |
| All | 0% |
Offense: Damage Penetration
| Light | 0% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 12 (35.65183292883%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 48 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 19%( 70%) |
| All | + 19%( 70%) |
| Darkness | + 36%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 30%( 70%) |
| Lightning | + 19%( 70%) |
| Fire | + 24%( 70%) |
| Mind | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 80% |
| Confusion Resistance | 30% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 30% |
| Disarm Resistance | 53% |
| Bleed Resistance | 100% |
| Teleport Resistance | 20% |
| Pinning Resistance | 55% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 42% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 452 damage for 3 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 80 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: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: 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. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Celestial / Star fury | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed pouch of bone giant dust. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed green worm. * You've found the needed orc heart. | 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 within5 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 |
Equipment
| On feet | pair of dwarven-steel boots 'Duathelblow' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 10% ----- def ----- Armour +4 Fatigue -3% Resists +6% fire Phys.save +8 (+4 eff.) Mind.save +6 (+3 eff.) Max.HP +100.00 Poison- +20% ---------- misc Max.enc +27 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | ethereal alchemist's lamp of clarity0.0 T3 lite [Ego+] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Spell.pwr +9 (+3 eff.) ----- def ----- Mind.save +7 (+4 eff.) ---------- misc Light +6 See.Stealth +6 See.Invis +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| Tool | iron torque of psionic shield 'Khelomadur' [power 25] (6/25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +4 Str +5 Mag +1 Con ---------- misc Infravis +3 Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Camadil the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Mind.crit +4% Crit.mult +5.00% ----- def ----- Die.at -20.00 life Max.HP +31.00 Heal.mod +5% Disarm- +53% Pinning- +38% Knockbk- +22% Teleport- +20% Rings make your fingers look great! |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +3 Con ----- def ----- Spell.save +15 (+5 eff.) Stun/Frz- +30% ---------- misc Max.stam +14.00 Rings make your fingers look great! |
| Around waist | Balakor the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Mind.save +6 (+3 eff.) Die.at -80.00 life Max.HP +35.00 Heal.mod +10% Poison- +10% Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
| In main hand | Porubeth the yew magestaff (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Random Unique] Arcane/Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +14% Spell.pwr +16 (+5 eff.) Dmg.mod +20% darkness ----- def ----- Phys.save +5 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +8 (+4 eff.) HP.reg +2.60 Heal.mod +21% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 Max.vim +19.00 Light +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | dwarven-steel gauntlets 'Glykira' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Dex +6 Mag +8 Wil dps ---------- Phys.pwr +11 (+5 eff.) Spell.pwr +6 (+2 eff.) Melee+ 5 arcane Dmg.mod +8% arcane Acc +12 (+6 eff.) Melee Ret 2 blight ----- def ----- Armour +2 Fatigue +3% Resists +6% 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. |
| Main armor | Glimmertrail the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane While equipped: dps ---------- Spell.crit +7% Spell.pwr +6 (+2 eff.) Dmg.mod +18% light Res.pen +10% mind ----- def ----- Resists +6% mind +18% light +11% all Spell.save +32 (+11 eff.) ---------- misc Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +11% darkness +13% temporal Def/telep +15 Res/telep +12% Dur/telep +11% 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. |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+8 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
acid wave rune of the wizard (damage 237; dur 4; cd 23)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 237.40 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. 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 wizard (absorb 98; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 98 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. 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 |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+4 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
archmage's steel amulet of magic (+5)0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +5% acid +5% fire +5% cold +4% lightning Amulets make your neck look great! |
Radhehir0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% acid +12% blight Res.pen +5% blight Melee Ret 2 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
warrior's copper ring of blight (+12%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% blight ----- def ----- Armour +6 Resists +12% blight Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Rings make your fingers look great! |
Getuchik the steel ring =29% lightning res=0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +11% nature +13% lightning ----- def ----- Resists +29% lightning +28% nature +6% blight Spell.save +6 (+2 eff.) HP.reg +3.00 Stun/Frz- +22% Rings make your fingers look great! |
marksman's steel ring of fire (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% fire Acc +6 (+3 eff.) ----- def ----- Resists +20% fire Rings make your fingers look great! |
wizard's steel ring of power0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +5 (+4 eff.) ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
titan's gold ring0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +5 Con ----- def ----- Phys.save +10 (+5 eff.) Rings make your fingers look great! |
warrior's gold ring of nature (+26%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +13% nature ----- def ----- Armour +6 Resists +26% nature Rings make your fingers look great! |
Kor's Fall (100% power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 153.19 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (306). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
elm starstaff (100% power, 2 apr, light element)5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm starstaff of might (104% power, 2 apr, light element)5.0 T1 staff 2H weapon [Ego] Arcane Power 105% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +5 (+2 eff.) Dmg.mod +12% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Tarrirath (117% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 117% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +17 (+5 eff.) Dmg.mod +18% darkness Melee Ret 4 blight ----- def ----- Phys.save +5 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+4 eff.) Die.at -60.00 life Heal.mod +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Staff of Arcane Supremacy (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 121% Range: 1.2x Uses 150% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+6 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
magewarrior's short yew magestaff of power (120% power, 4 apr, lightning element)5.0 T3 staff 1H weapon [Ego+] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +7% Phys.pwr +5 (+2 eff.) Spell.pwr +20 (+6 eff.) Dmg.mod +20% lightning Acc +7 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew starstaff of illumination (125% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego] Arcane/Nature Power 126% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +11 (+4 eff.) Dmg.mod +23% physical ----- def ----- Defense +5 (+3 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 141.51 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
truestriking dwarven-steel greatsword of paradox (149% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Arcane/Master Power 149% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +9 temporal While equipped: dps ---------- Res.pen +10% physical Acc +7 (+4 eff.) Apr +10 ----- def ----- Resists +10% temporal Massive two-handed swords. |
Islutira (176% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 176% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 95 damage While equipped: dps ---------- Phys.crit +16.0% Crit.mult +47.00% Spell.pwr +10 (+3 eff.) S.pwr/crit +2 Dmg.mod +9% arcane Res.pen +16% all Acc +14 (+7 eff.) Apr +32 ----- def ----- Spell.save +18 (+6 eff.) Massive two-handed swords. |
blazebringer's dwarven-steel longsword (125% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Nature Power 125% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +36 fire While equipped: dps ---------- All.spd +4% Res.pen +6% fire Sharp, long, and deadly. |
Tulukor the dwarven-steel waraxe (119% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Random Unique] Nature/Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +20 fire On Crit: * Wound the target dealing 104 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +6 (+3 eff.) All.spd +3% Res.pen +7% fire Acc +5 (+3 eff.) Apr +1 Melee Ret 8 blight ----- def ----- Armour +6 Defense +15 (+8 eff.) Disarm- +34% ---------- misc Stam/turn +2.00 One-handed war axes. |
ash longbow 'Betirita' =+6 everything=4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Random Unique] Arcane/Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +11 cold On Hit: * 20% chance to reduce strength, dexterity, and constitution by 27 While equipped: Stats +8 Str +6 Dex +6 Mag +6 Wil +6 Cun +8 Con dps ---------- Phys.pwr +9 (+4 eff.) Dmg.mod +9% blight +14% cold Longbows are used to shoot arrows at your foes. |
Viperravager4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +8 fire On Hit: * 20% chance to slow global speed by 37% While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +12% fire Melee Ret 2 nature ----- def ----- Crit.chn- 10.00% ---------- misc See.Invis +18 Slings are used to hurl stones or metal shots at your foes. |
mighty dwarven-steel steamgun of piercing4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+4 eff.) Res.pen +7% all Acc +7 (+4 eff.) Apr +10 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel shield of winter (0 def, 6 armour, 140% power, 80 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Nature When used to Attack: Power 140% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 Melee+ +16 cold While equipped: Stats +1 Wil dps ---------- On shield block: * Deals 43 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +14% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
spellwoven cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) ----- def ----- Resists +11% all Spell.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xosetha (6 def, 2 armour) =+4 str +4 dex=9.0 T1 light armor [Rare] Master While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +5% acid Melee Ret 6 acid ----- def ----- Armour +2 Defense +6 (+3 eff.) Fatigue +6% Resists +3% blight +5% arcane +9% nature Phys.save +5 (+3 eff.) Spell.save +9 (+3 eff.) A suit of armour made of leather. |
prismatic dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +18% acid +12% light +12% darkness A suit of armour made of mail. |
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. |
Splendourshine1.0 T1 belt armor [Rare] Master While equipped: Stats +7 Dex +7 Wil +3 Cun +5 Lck dps ---------- Melee Ret 6 light ----- def ----- Stealth +6 ---------- misc T.Disarm +7 Infravis +3 A belt that goes around your waist. |
rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +20 A belt that goes around your waist. |
enveloping linen cloak of the Shaloren (6 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +2 Wil ----- def ----- Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of conjuring (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Crit.mult +10.00% Spell.pwr +4 (+1 eff.) Dmg.mod +6% arcane Res.pen +5% arcane ----- def ----- Defense +1 (+1 eff.) ---------- misc Max.mana +23.00 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 of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) Max.HP +33.00 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 (+2 eff.) Mind.pwr +5 (+4 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Aeryriathra the Shinerain (10 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Res.pen +5% light ----- def ----- Armour +1 Defense +10 (+5 eff.) Resists +3% temporal Stealth +7 Max.HP +40.00 Heal.mod +20% Disease- +20% A pair of boots made of leather. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+3 eff.) ---------- misc Max.enc +20 Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Lustrebliss the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +9 Lck +5 Dex dps ---------- Spell.crit +1% Dmg.mod +12% blight Res.pen +15% blight ----- def ----- Armour +3 Resists +9% light Stealth +9 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc See.Invis +6 A pair of boots made of leather. |
pair of hardened leather boots 'Zubudherin' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Str +3 Cun +6 Con dps ---------- Mind.crit +3% Mind.pwr +10 (+6 eff.) Dmg.mod +3% mind +7% physical ----- def ----- Armour +3 Cut- +20% Pinning- +20% ---------- misc Size +1 A pair of boots made of leather. |
Duvodan the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +5% fire +5% arcane +6% temporal Phys.save +3 (+2 eff.) Stun/Frz- +10% 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. |
hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+4 eff.) ----- def ----- Armour +2 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. |
scouring hardened leather gloves of the juggernaut (0 def, 2 armour)1.0 T2 hands armor [Ego++] Disrupt/Master While equipped: Stats +2 Con dps ---------- On Melee Ret: * 19 arcane resource burn ----- def ----- Armour +2 Phys.save +10 (+5 eff.) Spell.save +17 (+6 eff.) Mind.save +5 (+3 eff.) Disarm- +24% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% HP.reg +2.00 ---------- misc Stam/turn +0.70 Max.stam +11.00 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. |
Cuthadrachik (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Spell.crit +3% Spell.pwr +15 (+5 eff.) Dmg.mod +3% blight Melee Ret 2 temporal ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
Shimmerwalker (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% lightning +3% cold Res.pen +10% cold Melee Ret 2 lightning ----- def ----- Armour +1 Fatigue +1% Resists +12% lightning +3% temporal A cap made of leather. |
rough leather cap 'Starstreaker' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Dmg.mod +3% acid Res.pen +10% light +10% acid Apr +4 Melee Ret 2 light ----- def ----- Armour +1 Fatigue +1% Resists +12% acid A cap made of leather. |
6 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 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. |
3 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. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning 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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
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. |
123 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. |
Gleamtyphoon the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+4 eff.) Dmg.mod +6% cold Res.pen +5% light Melee Ret 4 light ----- def ----- Max.HP +42.00 ---------- misc Hate/m.crit +3.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
iron pickaxe 'Cinderwing' (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Mag dps ---------- Dmg.mod +6% nature +3% fire Res.pen +5% fire ----- def ----- Resists +11% nature Crit.chn- 15.00% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature 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] (6/15 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. |
overpowered elm totem of healing [power 158] (6/22 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 158 Puts all charms on 22 cooldown Natural totems are made by powerful wilders to store nature power. |
Skydredge [power 9] (6/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+5 eff.) Res.pen +5% lightning ----- def ----- Die.at -40.00 life Reveal the area around you, dispelling darkness (radius 9, power 73 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered elm wand of lightning storm [power 176] (6/21 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 35 lightning damage and will be dazed for 1 turn (176 total damage) Puts all charms on 21 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 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: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Bulb the Ghoul Anorithil level 23
49th Haze 122nd year of Ascendancy at 21:05 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Bulb the Ghoul Anorithil level 21
64th Dusk 122nd year of Ascendancy at 11:43 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Bulb the Ghoul Anorithil level 22
26th Haze 122nd year of Ascendancy at 17:59 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Bulb the Ghoul Anorithil level 10
10th Mirth 122nd year of Ascendancy at 07:03 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Bulb the Ghoul Anorithil level 20
53rd Dusk 122nd year of Ascendancy at 21:58 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Bulb the Ghoul Anorithil level 18
47th Dusk 122nd year of Ascendancy at 08:20 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Bulb the Ghoul Anorithil level 9
8th Mirth 122nd year of Ascendancy at 20:03 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 Bulb the Ghoul Anorithil level 22
26th Haze 122nd year of Ascendancy at 21:26 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Bulb the Ghoul Anorithil level 12
2nd Flare 122nd year of Ascendancy at 16:10 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Bulb the Ghoul Anorithil level 22
25th Haze 122nd year of Ascendancy at 14:59 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Bulb the Ghoul Anorithil level 22
79th Dusk 122nd year of Ascendancy at 09:10 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bulb the Ghoul Anorithil level 16
23rd Dusk 122nd year of Ascendancy at 16:14 see stats
Log
Talent Retch is ready to use.
Talent Ghoulish Leap is ready to use.
Weakness Disease from Grand Corruptor hits Bulb for 49 blight damage.
Rotting Disease from Grand Corruptor hits Bulb for 38 blight damage.
Grand Corruptor casts Rune: Shielding.
A shield forms around Grand Corruptor.
Grand Corruptor casts Blood Boil.
Bulb is free from the rotting disease.
Bulb slows down.
Grand Corruptor hits Bulb for 164 blight damage.
Grand Corruptor receives 81 healing.
Bulb's purging blight area effect hits Grand Corruptor for (19 absorbed), 0 blight (0 total damage).
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Talent Rune: Mirror Image is ready to use.
Weakness Disease from Grand Corruptor hits Bulb for 40 blight damage.
Grand Corruptor casts Soul Rot.
Grand Corruptor casts Blood Grasp.
Grand Corruptor's spell attains critical power!
The protective shield of Bulb disappears.
Talent Twilight Surge is ready to use.
Talent Bathe in Light is ready to use.
Weakness Disease from Grand Corruptor hits Bulb for 49 blight damage.
Bulb casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Bulb shrugs off Grand Corruptor's 'Rotting Disease'!
Grand Corruptor's Soul Rot hits Bulb for 250 blight damage.
Grand Corruptor's Blood Grasp hits Bulb for 395 blight damage.
Grand Corruptor receives 90 healing from Grand Corruptor's Blood Grasp.
Bulb the level 23 ghoul anorithil was diseased to death by Grand Corruptor on level 2 of Mark of the Spellblaze.


















































































































