












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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: Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Items Vault 1.7.6Donators/Buyers bonus! Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. 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: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 Semi-Roguelike (sweet&sour) |
| Sex | Female |
| Race | Cornac |
| Class | Skirmisher |
| Level / Exp | 22 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by dragonsfire trap at level 22 on the 41st Haze 122nd year of Ascendancy at 07:11 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 58 (base 51) |
| Constitution | 13 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 16 (base 11) |
| Cunning | 59 (base 43) |
Resources
| Life | -192/429 |
| Stamina | 149/188 |
| Healing Factor | 1.1283363011316 |
| Regeneration | 7.2683519160732 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 60 |
| Crit Chance | 32% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Blight | +6% |
| Arcane | +25% |
| Cold | +25% |
| All | 0% |
| Darkness | +13% |
| Light | +28% |
| Temporal | +6% |
| Physical | +21% |
| Fire | +35% |
| Lightning | +37% |
Offense: Damage Penetration
| Lightning | +31% |
| Light | +11% |
| Cold | +46% |
| Arcane | +46% |
| Fire | +41% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 27.683544434606 (87.399401742899%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 11 |
| Mental Save | 33 |
Defense: Resistances
| Physical | + 18%( 70%) |
| Acid | + 5%( 70%) |
| Light | + 41%( 70%) |
| Cold | + 8%( 70%) |
| Darkness | + 28%( 70%) |
| Arcane | + 5%( 70%) |
| Fire | + 20%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 563 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 149 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse 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 unleash a cone dealing 307.51 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 429 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 14 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 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Tireless Combatant | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Buckler Training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 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 lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)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 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 Possessed. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. 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 warg claw. * '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 ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed vial of wight ectoplasm. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed bloated horror 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 found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Quiver | Hanynaridor the pouch of steel shots (19/19, 118% power, 2 apr)3.0 T2 shot ammo [Random Unique] Arcane/Master/Psionic Power 119% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +9 Apr +2 Crit +4.5% Capacity 19 Ranged+ +9 physical +5 light Against +7% Undead On Hit.r1 +4 acid On Hit: * 20% chance to reduce all saves and defense by 22 * 10% chance to reduce armor by 20% * 20% chance to knock the target back 3 spaces and deal 132 physical damage Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | linen wizard hat 'Betena' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +6 (+3 eff.) Dmg.mod +7% darkness +6% physical ----- def ----- Defense +1 (+0 eff.) Resists +7% darkness +6% physical Blind- +10% Disease- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.04 Max.hate +5.00 A pointy cloth hat, very wizardly... |
| On hands | heroic rough leather gloves of strength (+3) (0 def, 5 armour)1.0 T1 hands armor [Ego+] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +5 Mind.save +5 (+2 eff.) Max.HP +41.00 Unarmed combat: Power 113% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +4 Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Battle Shout 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Hanibar the Phoenixsmasher [power 215] (15 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% blight Res.pen +10% fire ---------- misc Max.vim +40.00 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 260 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. 100% to gain a 18% chance to evade weapon attacks for 2 turns. 100% to heal for 49. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | solipsist's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +1 Mag +5 Wil +5 Cun dps ---------- Mind.pwr +6 (+3 eff.) Melee+ 11 light Ranged+ 12 light Dmg.mod +12% light Rings make your fingers look great! |
| Around neck | Umbrarot0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% darkness +6% temporal Res.pen +15% arcane Melee Ret 4 darkness ----- def ----- Resists +5% arcane +12% darkness Amulets make your neck look great! |
| In main hand | cured leather sling 'Snowprophet'4.0 T2 sling 1H weapon [Random Unique] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +9 fire While equipped: Stats +1 Dex dps ---------- Phys.crit +2.0% Dmg.mod +10% fire Res.pen +15% cold +6% all Acc +13 (+3 eff.) Apr +6 ----- def ----- Resists +1% physical Die.at -40.00 life Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Satyrjam the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Phys.crit +2.0% Crit.mult +5.00% Dmg.mod +18% acid +15% physical On Hit (Melee): * 20% chance to slow global speed by 48% * 20% chance to reduce armor by 20% ----- def ----- Resists +11% light +9% darkness A belt that goes around your waist. |
| In off hand | Tempestfear (0 def, 4 armour, 125% power, 39.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 126% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +8 lightning On Hit.r1 +8 cold On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +7 (+3 eff.) Dmg.mod +12% lightning ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Erelotar the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +3.0% ----- def ----- Defense +1 (+0 eff.) Resists +1% physical Phys.save +12 (+6 eff.) Max.HP +32.00 ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Gleamcast the cured leather armour (6 def, 5 armour)9.0 T2 light armor Reqs Str 14 [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% light Res.pen +5% light ----- def ----- Armour +5 Defense +6 (+2 eff.) Fatigue +7% Resists +5% acid +8% cold +20% fire +5% physical Phys.save +10 (+5 eff.) ---------- misc Light +3 Breathe water A suit of armour made of leather. |
Inventory
regeneration infusion (heal 109; 13 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 109 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 185 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shatter afflictions rune (absorb 25; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 25 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. 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 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper ring 'Polyma'0.1 T1 ring jewelry [Rare] Nature While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +6% nature +5% blight Die.at -20.00 life Heal.mod +5% Poison- +12% Disease- +12% ---------- misc Light +3 Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
savior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +6 (+6 eff.) Mind.save +8 (+4 eff.) Max.HP +25.00 Disarm- +20% Pinning- +23% Knockbk- +23% Rings make your fingers look great! |
yew magestaff of illumination (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] 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: dps ---------- Spell.crit +3% Spell.pwr +9 (+6 eff.) Dmg.mod +20% lightning ----- def ----- Defense +6 (+2 eff.) ---------- misc Light +3 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 73.94 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. |
Eilinuwyn (138% power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Rare] Arcane Power 138% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +9 blight +20 arcane On Hit.r1 +16 acid On Hit: * 16% chance to reduce strength, dexterity, and constitution by 10 While equipped: dps ---------- Dmg.mod +3% acid +9% arcane Res.pen +20% acid ----- def ----- Resists +5% arcane Massive two-handed mauls. |
truestriking dwarven-steel greatmaul (150% power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Master Power 150% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +17 (+4 eff.) Apr +7 Massive two-handed mauls. |
flaming dwarven-steel greatsword of daylight (147% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane Power 147% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 light Against +10% Undead On Hit.r1 +7 fire Massive two-handed swords. |
Glaciercast (108% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Master Power 108% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +16 cold On Hit: * 20% chance to reduce damage dealt by 18% While equipped: Stats +3 Str +5 Cun +2 Con dps ---------- Dmg.mod +6% physical Acc +9 (+2 eff.) ---------- misc Infravis +3 One-handed war axes. |
flaming steel waraxe (103% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +6 fire One-handed war axes. |
acidic dwarven-steel waraxe of amnesia (119% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane/Psionic 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 Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 One-handed war axes. |
Kinetic Focus (88% power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Physical Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
Betoba (98% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Power 99% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +8 mind On Hit: * 20% chance to reduce all saves and defense by 22 While equipped: Stats +3 Mag +2 Wil +3 Cun dps ---------- Mind.crit +3% Crit.mult +8.00% Mind.pwr +6 (+3 eff.) ----- def ----- Resists +9% mind ---------- misc Light +1 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. |
Searstalker the quiver of ash arrows (21/21, 119% power, 7 apr)3.0 T2 arrow ammo [Random Unique] Arcane/Psionic Power 120% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 21 Ranged+ +8 blight +11 physical +12 fire On Hit.r1 +12 fire +4 cold On Hit: * 18% chance to reduce strength, dexterity, and constitution by 10 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * 20% chance to knock the target back 3 spaces and deal 132 physical damage Arrows are used with bows to pierce your foes to death. |
Swampwilder (15/15, 112% power, 1 apr)3.0 T1 shot ammo [Rare] Arcane Power 112% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 15 Ranged+ +5 light +20 nature Against +8% Undead On Hit.r1 +4 cold On Crit.r2 +4 nature +8 cold On Hit: * 10% chance to slow global speed by 48% Shots are used with slings to pummel your foes to death. |
Betaldara the Umbrarock (0 def, 2 armour, 97% power, 25 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 97% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +25 On Hit.r1 +10 fire On Hit: * 20% chance to reduce damage dealt by 18% While equipped: dps ---------- Melee+ 6 fire Dmg.mod +6% darkness Res.pen +10% acid Melee Ret 3 fire ----- def ----- Armour +2 Fatigue +8% Resists +3% darkness Mind.save +9 (+4 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
Layetha the dwarven-steel shield (0 def, 6 armour, 136% power, 86 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 137% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +86 While equipped: dps ---------- Dmg.mod +12% acid On shield block: * Cause enemies within radius 6 to bleed for 154 physical damage over 5 turns (1/turn) On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +6 Fatigue +8% Resists +12% nature +9% blight ---------- misc Talents +1 Block Handheld deflection devices. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 38.72 to 48.40 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Cystgrind the hardened leather armour (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature Res.pen +20% lightning Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +21% acid +9% fire A suit of armour made of leather. |
rejuvenating hardened leather armour (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% HP.reg +2.20 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
rejuvenating hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +16% lightning HP.reg +2.60 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
steel mail armour 'Prismhue' (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Master While equipped: dps ---------- Dmg.mod +21% light +6% darkness Res.pen +10% cold ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +15% cold +19% fire A suit of armour made of mail. |
Muckpulverizer (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +12% nature +12% cold Max.HP +32.00 ---------- misc Light +2 A suit of armour made of mail. |
Yvitira the Gloomgrit1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +4 (+2 eff.) Dmg.mod +12% acid +3% mind Melee Ret 4 darkness On Hit (Melee): * 10% chance to reduce armor by 20% ---------- misc Equi/ret +0.04 Hate/m.crit +1.00 A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Ce'Nann the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Mind.pwr +10 (+5 eff.) Dmg.mod +6% mind ----- def ----- Max.HP +45.00 ---------- misc Psi/ret +0.16 A belt that goes around your waist. |
Gilochak the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +1 Wil +1 Cun +4 Con dps ---------- Crit.mult +5.00% Dmg.mod +6% arcane Melee Ret 8 arcane ----- def ----- Resists +8% fire +9% cold ---------- misc Max.vim +20.00 A belt that goes around your waist. |
hardened leather belt 'Gloomedge'1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Armour +12 Resists +8% lightning +11% temporal +3% darkness +5% arcane +9% nature A belt that goes around your waist. |
spiritwalker's hardened leather belt1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +5 Mag ---------- misc Mana/turn +0.17 Max.mana +20.00 A belt that goes around your waist. |
Cyrynne the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Resists +5% arcane +6% temporal Die.at -80.00 life Blind- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arthyyahek (17 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +3 (+1 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +12% physical ----- def ----- Defense +17 (+5 eff.) Fatigue -4% Resists +3% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blazepiety (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Phys.crit +2.0% Crit.mult +20.00% Phys.pwr +3 (+1 eff.) Res.pen +10% mind Melee Ret 8 mind 10 lightning ----- def ----- Defense +2 (+1 eff.) Fatigue -4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Velalle the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.crit +3.0% Dmg.mod +6% acid ----- def ----- Defense +2 (+1 eff.) Resists +4% physical Phys.save +3 (+2 eff.) ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Arcstoker the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +10 Lck +5 Dex dps ---------- Dmg.mod +9% light ----- def ----- Armour +3 Resists +12% lightning +6% cold +9% temporal Spell.save +6 (+6 eff.) Stealth +9 A pair of boots made of leather. |
Bethyvena the pair of dwarven-steel boots (0 def, 6 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Dmg.mod +6% mind Res.pen +15% mind Apr +4 ----- def ----- Armour +6 Fatigue +3% Resists +4% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cinder hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 fire Dmg.mod +5% fire Acc +13 (+3 eff.) ----- def ----- Armour +2 Resists +6% fire Unarmed combat: Power 115% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +9.0% Atk.spd 100% On Crit.r2 +7 fire On Hit: 10% Fire Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 8 nature Dmg.mod +3% nature Acc +11 (+3 eff.) ----- def ----- Armour +2 Resists +7% nature Unarmed combat: Power 118% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +8.0% Atk.spd 100% On Crit.r2 +7 nature On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Aderavena' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 5 light Dmg.mod +5% light ----- def ----- Armour +2 Fatigue +3% Resists +15% acid +8% light +9% mind Max.HP +60.00 HP.reg +4.00 Def/telep +5 Res/telep +5% Dur/telep +5% Unarmed combat: Power 115% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 20% Searing Light 3 Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Acc +5 (+1 eff.) Apr +7 On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +7% blight Spell.save +24 (+16 eff.) Unarmed combat: Power 118% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +16 Crit +8.0% Atk.spd 83% On Hit: * 12% chance to reduce armor by 20% * 18 arcane resource burn * 15% chance to slow global speed by 48% Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Radhumanik' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Crit.mult +10.00% Phys.pwr +5 (+2 eff.) Dmg.mod +10% lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning ---------- misc See.Invis +9 A pointy cloth hat, very wizardly... |
Tenik the hardened leather cap (0 def, 11 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Str +5 Dex +4 Cun +4 Con dps ---------- Dmg.mod +3% blight ----- def ----- Armour +11 Fatigue +3% Resists +6% blight Crit.chn- 15.00% Spell.save +3 (+3 eff.) Heal.mod +20% Blind- +20% A cap made of leather. |
insulating hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +7% fire +5% cold A cap made of leather. |
Eclipsecrypt the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Dex +4 Cun dps ---------- Dmg.mod +15% darkness ----- def ----- Armour +4 Fatigue +4% Resists +21% darkness +3% nature ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 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. |
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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 74.79 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 74.79 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Hanigund' (dig speed 17 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Dex +2 Mag dps ---------- Crit.mult +12.00% Phys.pwr +7 (+3 eff.) Apr +6 ----- def ----- Resists +9% acid Crit.chn- 15.00% ---------- misc Light +3 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
powerful steel torque of gale force [power 150] (15 cooldown)2.0 T2 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 182 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Furnacewilter [power 100] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +1% Dmg.mod +6% fire ----- def ----- Resists +6% blight +3% temporal +6% lightning HP.reg +4.00 Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 237 Base Damage: 102 Armor: 2 All Resist: 0 Puts all charms on 25 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing elm wand of lightning storm [power 116] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 31 lightning damage and will be dazed for 1 turn (158 total damage) Puts all charms on 15 cooldown 100% to heal for 34. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Aunt Becky the Cornac Skirmisher level 19
14th Haze 122nd year of Ascendancy at 16:54 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Aunt Becky the Cornac Skirmisher level 20
19th Haze 122nd year of Ascendancy at 18:12 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Aunt Becky the Cornac Skirmisher level 10
4th Mirth 122nd year of Ascendancy at 02:13 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Aunt Becky the Cornac Skirmisher level 20
18th Haze 122nd year of Ascendancy at 09:40 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Aunt Becky the Cornac Skirmisher level 19
22nd Dusk 122nd year of Ascendancy at 02:52 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Aunt Becky the Cornac Skirmisher level 10
7th Mirth 122nd year of Ascendancy at 15:50 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 Aunt Becky the Cornac Skirmisher level 19
49th Dusk 122nd year of Ascendancy at 03:30 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Aunt Becky the Cornac Skirmisher level 10
9th Mirth 122nd year of Ascendancy at 09:49 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Aunt Becky the Cornac Skirmisher level 16
4th Dusk 122nd year of Ascendancy at 18:50 see stats
Log
Aunt Becky's Venomous Strike hits Cyrutira the black mamba for (22 parried), 11 fire, 10 cold, 11 lightning, 10 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane (65 total damage).
Cyrutira the black mamba's dragonsfire trap's fire area effect hits Aunt Becky for (12 flat reduction), 85 fire (85 total damage).
Aunt Becky uses Block.
Burning Shock from Cyrutira the black mamba's dragonsfire trap hits Aunt Becky for (40 blocked), (12 flat reduction), 13 fire (13 total damage).
Cyrutira the black mamba activates a prepared device.
Deadly Poison from Aunt Becky hits Cyrutira the black mamba for 3 fire, 3 cold, 3 lightning, 3 arcane (13 total damage).
Poison from Aunt Becky hits Cyrutira the black mamba for 4 fire, 4 cold, 4 lightning, 4 arcane (15 total damage).
--------------------------------
Aunt Becky triggers a trap (Cyrutira the black mamba's disarming trap)!
Aunt Becky reacts to damage from Cyrutira the black mamba's disarming trap, mitigating the blow!.
Aunt Becky is recovering from the damage!
Ran for 1 turns (stop reason: taken damage).
Aunt Becky is disarmed!
Cyrutira the black mamba's disarming trap hits Aunt Becky for (12 flat reduction), (35 reacted , -3 stam), 209 acid (209 total damage).
LOW HEALTH WARNING!
Cyrutira the black mamba's dragonsfire trap's fire area effect hits Aunt Becky for (12 flat reduction), 85 fire (85 total damage).
Aunt Becky is stunned!
Something hits Aunt Becky for (12 flat reduction), 60 physical, (12 flat reduction), 59 physical, (6 flat reduction), 0 nature (120 total damage).
Talent Bash and Smash is ready to use.
Talent Kneecapper is ready to use.
Talent Hurricane Shot is ready to use.
Talent Rune: Blink is ready to use.
Burning Shock from Cyrutira the black mamba's dragonsfire trap hits Aunt Becky for (12 flat reduction), 53 fire (53 total damage).
Deadly Poison from Aunt Becky hits Cyrutira the black mamba for 3 fire, 3 cold, 3 lightning, 3 arcane (13 total damage).
Poison from Aunt Becky hits Cyrutira the black mamba for 4 fire, 4 cold, 4 lightning, 4 arcane (15 total damage).
Cyrutira the black mamba bites poison into Aunt Becky.
Cyrutira the black mamba misses Aunt Becky.
Cyrutira the black mamba's dragonsfire trap's fire area effect hits Aunt Becky for (12 flat reduction), 85 fire (85 total damage).
Aunt Becky the level 22 cornac skirmisher was flamed to death by a Cyrutira the black mamba's dragonsfire trap on level 1 of Ruined Dungeon.





































































































