Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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.
Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. 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! 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:
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: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 19 / 3% |
| Size | small |
| Lifes / Deaths | Killed by Islukira the gigantic sandworm tunneler at level 19 on the 75th Haze 122nd year of Ascendancy at 00:52 / 1 |
Primary Stats
| Strength | 13 (base 13) |
| Dexterity | 41 (base 36) |
| Constitution | 13 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 70 (base 47) |
Resources
| Life | -43/512 |
| Stamina | 130/196 |
| Healing Factor | 1.2583363011315 |
| Regeneration | 30.218209651669 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 49.22431398015 |
| See Invisible | 49.22431398015 |
Offense: Mainhand
| Damage | 11 |
| Accuracy | 22 |
| Crit Chance | 27% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 12 |
| Accuracy | 22 |
| Crit Chance | 27% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +24% |
| Light | +11% |
| Fire | +4% |
| Cold | +10% |
| Arcane | +3% |
| Mind | +16% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
| Darkness | +25% |
Defense: Base
| Armour (hardiness) | 12 (57.155997060385%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 12 |
| Spell Save | 22 |
| Mental Save | 43 |
Defense: Resistances
| Nature | + 9%( 70%) |
| Acid | + 15%( 70%) |
| Light | + 19%( 70%) |
| Temporal | + 12%( 70%) |
| Cold | + 23%( 70%) |
| Mind | + 9%( 70%) |
| Fire | + 11%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 44% |
| Bleed Resistance | 50% |
| Confusion Resistance | 71% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 358 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 45 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 174 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 587% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 23.2 and stamina regeneration by 5.9. Soothing Darkness |
| beneficial effect | The target's critical strike damage bonus is increased by 18%. Shadowstrike |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed skeleton mage skull. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | 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 |
Equipment
| On feet | undeterred pair of iron boots of evasion (4 def, 3 armour) =ConfStun-,Evasion=3.0 Encumbrance T1 feet armor [Ego++] Arcane/Master While equipped: defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +2% Silence Resist +20% Confus Resist +25% Stun Resist +24% Evasion: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 5.2 Power cost 25 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Bethidadhetta' =-Hp,Hp,Stun-=2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Mind save +6 (+2 eff.) Unlife -40.00 life Life +60.00 Healmod +10% Stun Resist +20% other ------- Light +3 See Stealth +6 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | linen wizard hat 'Shadowwill' (1 def, 0 armour) =DrkDmg,DrkMod,DrkPen=2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Damage +11% light +15% darkness Ignore resists +25% darkness When Hit 4 darkness defense ------ Defense +1 (+1 eff.) Resistance +16% light A pointy cloth hat, very wizardly... |
| On hands | Herain (0 def, 1 armour) =CrtPwr=1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Critical power +15.00% Spellpower/crit +6 On-Hit 6 fire Damage +3% arcane +4% fire Ignore resists +10% arcane defense ------ Armor +1 Fatigue +1% Resistance +5% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Runulafast the Flameshear (dig speed 28 turns) =3Str2Con,CrtPwr,PrftStrk=3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Critical power +15.00% Ignore Armor +8 defense ------ Resistance +3% fire other ------- Max stamina +10.00 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 22 turn cooldown Effective talent level: 2.6 Power cost 22 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +66 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Velutira =8Wil5Cun,Conf-=0.1 Encumbrance T2 ring jewelry [Random Unique] Psionic While equipped: Stats +5 Cun +8 Wil offense ------ Mindpower +7 (+2 eff.) Spellpower/crit +6 Ignore resists +5% arcane defense ------ Mind save +11 (+4 eff.) Confus Resist +22% other ------- Mana-on-crit +2.00 Rings make your fingers look great! |
| On fingers | steel ring 'Duveragrim' =5Cun4Wil,Conf-=0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +4 Wil offense ------ Mindpower +7 (+2 eff.) Damage +9% mind +10% cold When Hit 4 mind defense ------ Resistance +20% cold Mind save +6 (+2 eff.) Confus Resist +24% Rings make your fingers look great! |
| Around neck | Squalorblood the copper amulet =HpMod,Heal=0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ When Hit 2 nature On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +12% acid +9% temporal Spell save +9 (+4 eff.) Healmod +13% Cut Resist +50% Heal: Puts all charms on 29 turn cooldown Effective talent level: 2.0 Power cost 29 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 237 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | horrifying mossy mindstar of life (75% power, 12 apr, mind damage) =DrkDmg,DrkMod,Hp,Hp/=3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 75% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) On-Hit 4 mind 4 darkness Damage +3% mind +3% darkness defense ------ Life +15.00 Life Regen +0.60 other ------- 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. |
| Around waist | rough leather belt of carrying =Enc=1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Fatigue -5% other ------- Encumbrance +23 A belt that goes around your waist. |
| In off hand | horrifying vined mindstar of balance (83% power, 18 apr, nature damage) =DrkDmg,DrkMod=3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 83% 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 +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 5 mind 4 darkness Damage +4% mind +3% darkness defense ------ Physical save +3 (+3 eff.) Spell save +2 (+1 eff.) Mind save +3 (+1 eff.) other ------- EQ 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. |
| Cloak | Glorutta the Vileguile (1 def, 6 armour) =2Dex,Hp=2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +2 Dex offense ------ Physical Crit +1.0% Accuracy +5 (+3 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 26 defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +6% nature Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rough leather armour 'Murkwrecker' (3 def, 2 armour) =CrtPwr,DrkMod=9.0 Encumbrance T1 light armor [Rare] Psionic While equipped: Stats +2 Mag offense ------ Critical power +5.00% Damage +3% darkness When Hit 4 darkness defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +6% mind Mind save +11 (+4 eff.) other ------- Max mana +20.00 A suit of armour made of leather. |
Inventory
healing infusion of the sneak (heal 182; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 182 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; mental; dur 3; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune (absorb 101; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 101 damage for 4 turns. 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 |
copper amulet of murder =CrtPwr=0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: offense ------ Critical power +10.00% Accuracy +6 (+3 eff.) Ignore Armor +10 Amulets make your neck look great! |
starlit copper amulet of willpower (+3) =3Wil=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +11% light +10% darkness Blind Resist +20% Amulets make your neck look great! |
warrior's copper amulet of strength (+2) =2Str,Stm/=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +6% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
Strikeravager the copper ring =4Con,CrtRes=0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +4 Con offense ------ Damage +12% lightning +11% fire +6% light defense ------ Resistance +22% fire Crit Resistance 5.00% Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
Lisotta the ash vilestaff (111% power, 3 apr, blight element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Random Unique] Arcane Weapon Damage 111% 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: offense ------ Physical Crit +7.0% Spell Crit +2% Spellpower +21 (+14 eff.) On-Hit 21 arcane Damage +15% blight Ignore resists +15% mind On-Hit (Melee): * 20% chance to reduce armor by 16% other ------- Mana/turn +0.31 Max mana +55.00 Max psi +20.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 25 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of might (111% power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Weapon Damage 111% 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: offense ------ Spell Crit +9% Spellpower +6 (+6 eff.) Damage +15% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen ash magestaff (111% power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Weapon Damage 111% 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: offense ------ Spell Crit +2% Spellpower +6 (+6 eff.) Damage +15% cold defense ------ Armor +4 Hardiness +2% Physical save +2 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing steel battleaxe (123% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 123% 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: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed battleaxes. |
arcing steel battleaxe of vileness (120% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 120% 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 +7 blight On Hit: * 16% chance to reduce strength, dexterity, and constitution by 7 * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed battleaxes. |
enhanced iron greatmaul (112% power, 1 apr) =6AllStats=5.0 Encumbrance T1 greatmaul 2H weapon [Ego+] Nature Weapon Damage 112% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +5 Cun +6 Con Massive two-handed mauls. |
balanced steel greatmaul of the mystic (132% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego] Arcane/Master Weapon Damage 132% 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% While equipped: Stats +2 Mag +2 Wil offense ------ Spellpower +9 (+8 eff.) Accuracy +10 (+5 eff.) defense ------ Defense +10 (+4 eff.) Disarm Resist +28% Massive two-handed mauls. |
chilling steel greatmaul (130% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 130% 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 cold Massive two-handed mauls. |
truestriking steel greatmaul (133% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego+] Master Weapon Damage 133% 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% While equipped: offense ------ Ignore resists +10% physical Accuracy +7 (+4 eff.) Ignore Armor +9 Massive two-handed mauls. |
acidic dwarven-steel greatmaul of vileness (155% power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 155% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +12 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 7 On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed mauls. |
dwarven-steel greatmaul 'Greensmasher' (166% power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Rare] Master Weapon Damage 166% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-crit, radius 2 +4 nature While equipped: Stats +2 Cun +2 Con offense ------ Damage +9% fire On-Hit (Melee): * 20% chance to slow global speed by 53% Massive two-handed mauls. |
steel greatsword of massacre (138% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Master Weapon Damage 138% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% Massive two-handed swords. |
iron longsword 'Tarraldir' (104% power, 2 apr) =3Con=3.0 Encumbrance T1 longsword 1H weapon [Rare] Arcane Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +4 physical On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +3 Con offense ------ Ignore resists +15% arcane +5% physical defense ------ Defense +15 (+5 eff.) Resistance +5% arcane Sharp, long, and deadly. |
steel longsword (114% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Normal] Weapon Damage 114% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Sharp, long, and deadly. |
Starsever (123% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 123% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +16 light While equipped: Stats +2 Dex +1 Wil offense ------ Ignore resists +25% acid Accuracy +7 (+4 eff.) defense ------ Defense +8 (+3 eff.) Disarm Resist +32% other ------- Light +3 See Invisibility +6 Sharp, long, and deadly. |
acidic dwarven-steel longsword of massacre (135% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego] Arcane/Master Weapon Damage 135% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, long, and deadly. |
acidic steel mace of erosion (105% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Ego] Arcane/Nature Weapon Damage 105% 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 +6 nature On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Blunt and deadly. |
balanced steel mace of erosion (108% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Ego] Nature/Master Weapon Damage 108% 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 +5 nature While equipped: offense ------ Accuracy +7 (+4 eff.) defense ------ Defense +7 (+3 eff.) Disarm Resist +25% Blunt and deadly. |
Kilnrend (105% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Rare] Disrupt Weapon Damage 105% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% Damage Against +7% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Mind Crit +2% Mindpower +20 (+7 eff.) Damage +21% fire other ------- EQ when Hit +0.08 One-handed war axes. |
balanced steel waraxe of erosion (111% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Ego] Nature/Master Weapon Damage 111% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +8 nature While equipped: offense ------ Accuracy +7 (+4 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +20% One-handed war axes. |
gifted vined mindstar (85% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 85% 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 +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +7 (+2 eff.) other ------- 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. |
vined mindstar of life (85% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 85% 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 +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) defense ------ Life +13.00 Life Regen +0.60 other ------- 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. |
cured leather sling4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Normal] Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
self-loading quiver of ash arrows (14/14, 121% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego] Arcane Weapon Damage 121% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 14 Auto Reload 4 Arrows are used with bows to pierce your foes to death. |
Giriwe the Offalmoon (15/15, 144% power, 3 apr)3.0 Encumbrance T3 shot ammo [Rare] Master Weapon Damage 144% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +10 Ignore Armor +3 Critical Rate +5.0% Capacity 15 On-ranged-hit +8 fire +20 nature +20 light On-Hit, radius 1 +12 nature Shots are used with slings to pummel your foes to death. |
Vestments of the Conclave (0 def, 0 armour) =6Mag=2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+11 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
verdant woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con offense ------ Damage +11% nature defense ------ Resistance +9% all Poison Resist +27% Disease Resist +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of frost (+21%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature While equipped: offense ------ Damage +14% cold defense ------ Resistance +9% all +21% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) =5Con,NatMod=2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+4 eff.) Resistance +30% nature +11% all Physical save +10 (+9 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
cashmere robe 'Wildwend' (5 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: offense ------ Damage +3% physical +13% fire defense ------ Defense +5 (+2 eff.) Resistance +19% fire +20% nature +11% all other ------- Stamina/turn +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of fire (+22%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Nature While equipped: offense ------ Damage +15% fire defense ------ Resistance +11% all +22% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Beorim the rough leather armour (8 def, 6 armour) =-Hp=9.0 Encumbrance T1 light armor [Rare] Master While equipped: defense ------ Armor +6 Defense +8 (+3 eff.) Fatigue +6% Resistance +3% mind +16% fire Spell save +3 (+1 eff.) Unlife -40.00 life A suit of armour made of leather. |
rejuvenating steel mail armour of stability (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +5% physical Physical save +10 (+9 eff.) Life Regen +2.80 other ------- Stamina/turn +1.00 A suit of armour made of mail. |
Daypierce the rough leather belt =Hp,Crit-=1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ When Hit 4 mind defense ------ Resistance +3% light Crit Resistance 15.00% Life +33.00 Pinning Resist +10% Teleport Resist +10% A belt that goes around your waist. |
Dawnthorn the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +2 Cun offense ------ Mind Crit +1% Mindpower +10 (+3 eff.) Damage +12% light When Hit 4 light On-Hit (Melee): * 10% chance to reduce damage dealt by 22% defense ------ Defense +15 (+5 eff.) Resistance +9% light Stealth +7 A belt that goes around your waist. |
Crackleonslaught the linen cloak (1 def, 5 armour) =3Mag=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Mag defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +3% lightning +19% cold +6% light +6% acid other ------- Infravision +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Psionic While equipped: Stats +2 Wil defense ------ Defense +2 (+1 eff.) Mind save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gorontir the pair of iron boots (0 def, 3 armour) =4Mag=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Dex +4 Mag +3 Con offense ------ Spellpower/crit +2 Damage +3% blight defense ------ Armor +3 Fatigue +2% other ------- Mana-on-crit +2.00 Vim-on-crit +1.00 Rush: Puts all charms on 21 turn cooldown Effective talent level: 1.3 Power cost 21 out of 25/25. Range 6 Cooldown: 35 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Alyrim the Abysspierce (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +3 Str +4 Dex +3 Wil offense ------ Move Speed +10% defense ------ Armor +4 Fatigue -3% Resistance +15% fire Crit Resistance 10.00% Life +30.00 other ------- Stamina/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nightmoon the rough leather gloves (0 def, 6 armour) =2Con=1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +2 Con offense ------ On-Hit 5 physical Damage +3% darkness +4% physical Ignore resists +5% darkness defense ------ Armor +6 Resistance +6% nature +6% fire 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. |
heroic rough leather gloves of dexterity (+2) (0 def, 4 armour) =2Dex,Hp=1.0 Encumbrance T1 hands armor [Ego+] Master While equipped: Stats +2 Dex offense ------ Accuracy +10 (+5 eff.) defense ------ Armor +4 Mind save +6 (+2 eff.) Life +40.00 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. |
temporal rough leather gloves of magic (+3) (0 def, 1 armour) =3Mag=1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 5 temporal On-Ranged-Hit 7 temporal Damage +4% arcane +4% temporal defense ------ Armor +1 Resistance +6% temporal 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. |
rough leather cap 'Belemithra' (0 def, 1 armour) =4Str2Cun1Dex,-Hp=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str +1 Dex +2 Cun defense ------ Armor +1 Fatigue +1% Resistance +5% arcane +6% temporal Unlife -60.00 life A cap made of leather. |
rough leather cap 'Lavarend' (0 def, 1 armour) =5Mag=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Dex +5 Mag offense ------ Damage +6% fire Ignore resists +10% fire defense ------ Armor +1 Fatigue +1% Resistance +3% fire +11% light +11% darkness A cap made of leather. |
Blazeblur (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +3 Wil offense ------ Damage +3% mind When Hit 2 light defense ------ Armor +3 Fatigue +3% Resistance +7% fire +10% cold other ------- Infravision +3 See Invisibility +3 A cap made of leather. |
insulating iron helm of constitution (+3) (0 def, 3 armour) =3Con=3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% Resistance +5% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour) =Conf-=3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Samylin the Dayborn (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Cun +4 Wil offense ------ Damage +9% light defense ------ Armor +4 Fatigue +4% Resistance +10% blight +3% cold Spell save +3 (+1 eff.) Mind save +13 (+4 eff.) Stun Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
14 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. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 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. |
12 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. |
3 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. |
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. |
242 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. |
brass lantern 'Blazemalice' =2Mag=2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Str +2 Mag +2 Wil offense ------ Ignore resists +5% darkness defense ------ Resistance +6% light Life +43.00 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Boralathakor the iron pickaxe (dig speed 36 turns) =2Mag,-Hp=3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag offense ------ Spell Crit +5% Ignore resists +5% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 26 defense ------ Defense +15 (+5 eff.) Resistance +3% blight +3% mind Physical save +3 (+3 eff.) Unlife -20.00 life other ------- Max mana +22.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) =Dig=3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One =5Wil=2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 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 17 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 10 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Halirovon [power 100] (17/13 cooldown) =Silence=2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +9% arcane defense ------ Resistance +3% blight other ------- Max vim +10.00 Blast the opponent's mind dealing 116 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to reduce fatigue by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force [power 160] (17/13 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 160 physical damage Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield [power 47] (17/21 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 21 turn cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (17/13 cooldown) =Heal=2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 260] (17/13 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
elm wand of shielding 'Nimbusmarrow' [power 116] (17/17 cooldown) =Shield,CritRes=2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +1 Mag +2 Con offense ------ Damage +6% lightning Ignore resists +15% lightning defense ------ Crit Resistance 5.00% Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
It Which Writhes =3Mag=0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By 9p7i the Halfling Rogue level 17
63rd Haze 122nd year of Ascendancy at 07:12 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By 9p7i the Halfling Rogue level 10
3rd Haze 122nd year of Ascendancy at 18:02 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By 9p7i the Halfling Rogue level 11
9th Haze 122nd year of Ascendancy at 17:36 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By 9p7i the Halfling Rogue level 7
9th Dusk 122nd year of Ascendancy at 00:59 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By 9p7i the Halfling Rogue level 16
58th Haze 122nd year of Ascendancy at 02:14 see stats
Log
Islukira the gigantic sandworm tunneler's Beyond the Flesh hits 9p7i for (102 absorbed), 0 physical, (13 absorbed), 0 darkness, (21 absorbed), 0 fire, (27 absorbed), 0 lightning (0 total damage).
Melee retaliation hits Islukira the gigantic sandworm tunneler for 4 mind, (0 to psi shield), 1 nature, 9 darkness (15 total damage).
--------------------------------
9p7i uses Throwing Knives.
9p7i's Throwing Knife performs a melee critical strike against Islukira the gigantic sandworm tunneler!
9p7i's Throwing Knife hits Islukira the gigantic sandworm tunneler for (70 to psi shield), 106 physical, 9 darkness, 4 fire, 9 mind, 0 arcane (130 total damage).
Islukira the gigantic sandworm tunneler uses Grab.
Your shield crumbles under the damage!
The shield around 9p7i crumbles.
9p7i tries to evade attacks.
9p7i is pinned to the ground.
Islukira the gigantic sandworm tunneler hits 9p7i for (9 absorbed), 93 physical, 4 mind, 21 fire, 27 lightning (146 total damage).
Melee retaliation hits Islukira the gigantic sandworm tunneler for 2 mind, (0 to psi shield), 1 nature, 9 darkness (13 total damage).
LIFE LOST WARNING!
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Keyboard input temporarily disabled.
9p7i uses Infusion: Regeneration.
9p7i starts regenerating health quickly.
You sense that Something has taken notice of you ...
You sense that Something has taken notice of you ...
Islukira the gigantic sandworm tunneler's Beyond the Flesh hits 9p7i for 127 physical, 13 darkness, 21 fire, 27 lightning (190 total damage).
Melee retaliation hits Islukira the gigantic sandworm tunneler for 3 mind, (0 to psi shield), 1 nature, 8 darkness (13 total damage).
9p7i aims less carefully.
Talent Track is ready to use.
Islukira the gigantic sandworm tunneler uses Slash.
Islukira the gigantic sandworm tunneler performs a melee critical strike against 9p7i!
9p7i reacts to an attack from Islukira the gigantic sandworm tunneler, mitigating the blow!.
Islukira the gigantic sandworm tunneler hits 9p7i for (57 reacted , -3 stam), 204 physical (205 total damage).
Melee retaliation hits Islukira the gigantic sandworm tunneler for 3 mind, (0 to psi shield), 1 nature, 8 darkness (13 total damage).
9p7i the level 19 halfling rogue was torn limb from limb to death by Islukira the gigantic sandworm tunneler on level 1 of Sandworm lair.




















































































































