











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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: ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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 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: Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Writhing One |
Level / Exp | 36 / 9% |
Size | medium |
Lifes / Deaths | Killed by Belylle the storm drake at level 32 on the 51st Pyre 123rd year of Ascendancy at 08:24 / 2Killed by saw horror at level 36 on the 10th Flare 123rd year of Ascendancy at 01:43 |
Primary Stats
Strength | 22 (base 14) |
Dexterity | 31 (base 23) |
Constitution | 21 (base 13) |
Magic | 60 (base 60) |
Willpower | 21 (base 10) |
Cunning | 68 (base 60) |
Resources
Mana | 399/435 |
Equilibrium | 20 |
Vim | 240/240 |
Life | -137/871 |
Stamina | 249/266 |
Insanity | 14/100 |
Healing Factor | 1.094804467222 |
Regeneration | 5.3098016660267 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 42.724250866975 |
See Invisible | 45.724250866975 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 74 |
Accuracy | 61 |
Crit Chance | 40% |
APR | 43 |
Speed | 1.00 |
Offense: Spell
Spellpower | 62 |
Crit Chance | 58% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Light | +16% |
Darkness | +85% |
Blight | +21% |
Cold | +6% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Fire | +20% |
Mind | +15% |
Defense: Base
Armour (hardiness) | 11 (35.65183292883%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 30 |
Mental Save | 43 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 41%( 70%) |
Arcane | + 31%( 70%) |
Cold | + 56%( 70%) |
All | + 27%( 70%) |
Lightning | + 31%( 70%) |
Light | + 31%( 70%) |
Temporal | + 47%( 70%) |
Mind | + 38%( 70%) |
Darkness | + 52%( 70%) |
Fire | + 35%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Disarm Resistance | 26% |
Confusion Resistance | 95% |
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 49% |
Silence Resistance | 22% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 599% 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 67 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 182 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 476 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Demented / Tentacles | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Demented / Friend of the worm | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Curse of Death (+1 level(s)). | 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 failed to protect the lost warrior from death by Wrathroot. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 16. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 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: * You've found the needed xorn fragment. * You've found the needed hummerhorn wing. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed vial of wight ectoplasm. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have 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 | ![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Damage +3% acid +3% blight On-Hit (Melee): * 20% chance to reduce armor by 39% defense ------ Armor +1 Resistance +6% blight +15% cold Silence Resist +22% Confus Resist +23% Stun Resist +23% A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +4 Str +2 Dex offense ------ Critical power +20.00% Physical Power +20 (+7 eff.) defense ------ Defense +10 (+4 eff.) Crit Resistance 15.00% Unlife -80.00 life Poison Resist +20% other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Ego++] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Resistance +5% lightning +4% temporal +5% light +5% fire +5% nature +4% acid +4% blight +4% cold +6% darkness Shield Power +8% Life Regen +2.60 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +15% darkness Ignore resists +15% mind other ------- EQ when Hit +0.08 Hate-on-crit +2.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 14 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str offense ------ Accuracy +11 (+3 eff.) Ignore Armor +12 defense ------ Armor +8 Defense +26 (+9 eff.) Resistance +9% blight +12% cold +10% nature Unlife -40.00 life Poison Resist +19% Disease Resist +18% Stun Resist +30% other ------- Stamina/turn +2.00 Disengage: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Arcane While equipped: Stats +4 Con offense ------ When Hit 4 mind defense ------ Fatigue -7% Resistance +3% darkness +9% temporal Spell save +13 (+7 eff.) Mind save +12 (+4 eff.) Life Regen +2.00 Poison Resist +10% Confus Resist +32% other ------- Encumbrance +36 Max stamina +34.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +4 Con offense ------ Spellpower +3 (+1 eff.) When Hit 2 arcane defense ------ Resistance +5% arcane Crit Resistance 15.00% Mind save +5 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- See Invisibility +3 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T4 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Physical Crit +8.0% Spell Crit +16% Critical power +10.00% Physical Power +11 (+4 eff.) Spellpower +24 (+6 eff.) Damage +25% darkness +6% fire Ignore resists +10% lightning +20% fire Ignore Shields +25% Accuracy +9 (+3 eff.) When Hit 2 lightning defense ------ Defense +18 (+6 eff.) Resistance +6% fire Shield Power +11% other ------- Talents +1 Command Staff This staff offers 25% bonus to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego+] Master/Psionic While equipped: offense ------ Physical Crit +10.0% Spell Crit +10% Mind Crit +14% Critical power +8.00% Accuracy +5 (+2 eff.) defense ------ Armor +2 Fatigue +3% Physical save +7 (+3 eff.) Mind save +8 (+3 eff.) Disarm Resist +26% Unarmed combat: Weapon Damage 25.5 - 35.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +13.0% Attack Speed 83% On Hit: 10% Perfect Control level 3 On Crit: 20% Cripple level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +1 Cun offense ------ Spell Crit +14% Spellpower +28 (+7 eff.) Damage +16% light +27% darkness defense ------ Resistance +15% all other ------- Mana/turn +0.18 Max mana +70.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +1 Dex offense ------ Accuracy +5 (+2 eff.) Ignore Armor +5 defense ------ Defense +2 (+1 eff.) Resistance +10% darkness +14% temporal Out-of-Phase Defense +13 Out-of-Phase Resistance +12% Out-of-Phase Resilience +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Wil offense ------ Critical power +14.00% Damage +6% cold Accuracy +8 (+2 eff.) Ignore Armor +14 When Hit 2 darkness defense ------ Resistance +9% cold +15% mind +15% darkness Confus Resist +30% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 167 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. 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 |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 27 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -705 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1410 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 320 life over 5 turns. Its effects scale with your Magic stat. 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 |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 234.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 4 darkness, 3 fire, 4 nature, 3 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 148.53 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% lightning Stun Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil offense ------ Damage +15% light Ignore resists +15% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Resistance +9% light +3% darkness other ------- Light +2 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Con +2 Wil offense ------ Mindpower +7 (+4 eff.) defense ------ Mind save +6 (+2 eff.) Confus Resist +13% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 20 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (162). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Dex +9 Wil offense ------ Damage +9% blight +9% light defense ------ Armor +5 Defense +5 (+2 eff.) Resistance +3% light Max Resistance +3% all Physical save +13 (+6 eff.) Spell save +3 (+2 eff.) other ------- Mana-on-crit +2.00 Max vim +10.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun offense ------ On-Hit (Melee): * 20 arcane resource burn * 20% chance to reduce armor by 39% defense ------ Resistance +18% lightning +3% fire +3% light +6% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Lck offense ------ Damage +12% acid +9% blight Ignore resists +10% acid Accuracy +9 (+3 eff.) defense ------ Defense +10 (+4 eff.) Resistance +20% lightning +9% acid Resist unseen 12% Stun Resist +28% other ------- Masteries +0.24 Cunning/Survival +0.24 Demented/Controlled horrors Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +1% physical +6% blight +6% cold +15% nature +5% arcane Life Regen +4.00 Poison Resist +13% Disease Resist +12% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con offense ------ Physical Power +7 (+3 eff.) Spellpower +7 (+2 eff.) Mindpower +6 (+3 eff.) Damage +5% all Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+2 eff.) Silence Resist +21% other ------- Mana/turn +0.10 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Str +6 Wil +1 Cun offense ------ Ignore resists +10% lightning defense ------ Armor +8 Mind save +15 (+5 eff.) other ------- Max psi +30.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +27% acid Ignore resists +10% lightning +25% nature +25% acid When Hit 4 acid defense ------ Resistance +6% nature Blind Resist +28% other ------- Infravision +5 See Stealth +9 See Invisibility +11 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun defense ------ Defense +8 (+3 eff.) Silence Resist +29% other ------- Mana/turn +0.15 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Master While equipped: Stats +4 Str +7 Mag +1 Cun offense ------ Physical Power +23 (+8 eff.) Spellpower +22 (+5 eff.) Mindpower +20 (+10 eff.) Damage +9% temporal +10% all defense ------ Armor +8 other ------- Light +1 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats +7 Str +7 Con offense ------ Physical Power +9 (+3 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil offense ------ Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Spellpower +8 (+2 eff.) Damage +6% all Rings make your fingers look great! |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Rare] Psionic Weapon Damage 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +3 Dex +7 Con offense ------ Ignore resists +10% fire When Hit 6 fire defense ------ Defense +15 (+5 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 27.0 - 35.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +8 Str +4 Dex +3 Mag +5 Wil +6 Cun +5 Con Sharp, short and deadly. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +9% blight +9% all Life +46.00 Life Regen +1.90 Healmod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +15% darkness +12% mind +11% all Physical save +12 (+6 eff.) Spell save +13 (+7 eff.) Mind save +24 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+4 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+4 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+10 eff.) Mind save +15 (+5 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +4 Cun offense ------ Spell Crit +7% Spellpower +20 (+5 eff.) Damage +17% darkness +15% light +8% all defense ------ Resistance +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil offense ------ Mindpower +3 (+2 eff.) Damage +3% cold defense ------ Physical save +7 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +2 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Accuracy +10 (+3 eff.) defense ------ Armor +8 Defense +9 (+3 eff.) Resistance +1% physical Stealth +5 Unlife -20.00 life A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Arcane/Master While equipped: Stats +5 Cun +4 Wil offense ------ Spellpower +5 (+1 eff.) Against +22% Summoned defense ------ Resist Against +21% Summoned Mind save +8 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Ego+] Arcane/Psionic While equipped: Stats +3 Wil defense ------ Defense +1 (+1 eff.) Resistance +13% darkness +11% temporal Mind save +6 (+2 eff.) Out-of-Phase Defense +12 Out-of-Phase Resistance +10% Out-of-Phase Resilience +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +3 Mag +6 Wil +3 Cun offense ------ When Hit 8 fire defense ------ Armor +10 Defense +2 (+1 eff.) Resistance +18% fire +21% cold other ------- See Invisibility +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +18% acid When Hit 10 temporal defense ------ Armor +3 Defense +2 (+1 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Evasion: (Instant) Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Mindpower +5 (+3 eff.) defense ------ Armor +3 Fatigue -2% Resistance +3% mind Physical save +5 (+2 eff.) Life Regen +4.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Encumbrance +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Dex +3 Mag +2 Wil offense ------ Ignore resists +20% acid +13% temporal +13% darkness When Hit 8 acid defense ------ Armor +4 Defense +3 (+1 eff.) Fatigue +3% Resistance +3% lightning +15% temporal +16% darkness Out-of-Phase Defense +10 Out-of-Phase Resistance +12% Out-of-Phase Resilience +15% Blink to a nearby random location (rad 7) Puts all charms on 14 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +4 Fatigue -4% Resistance +3% lightning +9% blight +12% darkness +6% light Crit Resistance 15.00% Physical save +7 (+3 eff.) Life +100.00 Disease Resist +20% Pinning Resist +20% other ------- Encumbrance +36 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +25 (+6 eff.) Move Speed +25% Damage +12% mind When Hit 6 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str +6 Mag +8 Cun +5 Con offense ------ Physical Power +13 (+5 eff.) Ignore resists +15% lightning defense ------ Armor +2 Resistance +9% acid Unarmed combat: Weapon Damage 21.5 - 23.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +10% lightning defense ------ Defense +6 (+2 eff.) Resistance +15% lightning +9% fire +1% physical Unlife -40.00 life Life Regen +4.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Cun +3 Dex offense ------ Damage +11% mind defense ------ Defense +1 (+1 eff.) Resistance +11% mind +5% arcane Unlife -20.00 life Disarm Resist +10% Stun Resist +20% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Dex offense ------ Ignore Armor +3 defense ------ Armor +1 Fatigue +1% Resistance +6% acid +6% cold +3% blight +6% fire Life Regen +2.00 other ------- Breathe water A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Mag +5 Con offense ------ Damage +6% darkness defense ------ Armor +3 Fatigue +5% Resistance +3% blight +3% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +4 (+2 eff.) Damage +6% arcane +9% cold When Hit 6 arcane 2 cold defense ------ Armor +3 Fatigue +5% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +3% light +6% darkness Ignore resists +15% darkness When Hit 2 darkness defense ------ Armor +3 Fatigue +5% Resistance +3% light Physical save +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Physical Power +5 (+2 eff.) When Hit 6 lightning defense ------ Armor +4 Fatigue +4% Resistance +6% temporal Unlife -40.00 life Life Regen +2.00 Cut Resist +10% Disarm Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +10 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +4 Fatigue +4% Resistance +8% blight Mind save +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Con defense ------ Armor +12 Unlife -40.00 life Life +46.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Con offense ------ Accuracy +5 (+2 eff.) When Hit 4 acid defense ------ Defense +25 (+9 eff.) Unlife -80.00 life Life +45.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Life +40.00 Blind Resist +20% Poison Resist +10% Stun Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +6% mind defense ------ Resistance +3% cold +3% nature +3% darkness Unlife -80.00 life Life +60.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Ego++] Arcane While equipped: offense ------ Damage +6% light defense ------ Resistance +5% temporal +6% darkness +6% cold Affinity +5% light Out-of-Phase Defense +11 Out-of-Phase Resistance +11% Out-of-Phase Resilience +12% other ------- Light +5 Sun Flare: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 183.89 light damage. At talent level 3 you gain 30% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. 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. |
![]() 2.0 Encumbrance T1 lite [Ego++] Arcane/Master While equipped: offense ------ Damage +6% light defense ------ Resistance +7% darkness Affinity +5% light Blind Resist +22% Confus Resist +13% other ------- Light +9 See Stealth +8 See Invisibility +7 Track: Puts all charms on 22 turn cooldown Effective talent level: 6.5 Power cost 22 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 9 turns. The radius will increase with your Cunning. 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. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 22 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Miniature R2D2 Miniature R2D21.0 Encumbrance T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 28 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
![]() 3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str offense ------ Accuracy +3 (+1 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 11 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 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 111 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. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: defense ------ Resistance +15% acid +6% fire +12% blight Life +100.00 Cut Resist +20% Teleport Resist +20% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 180 physical damage Puts all charms on 9 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Spell Crit +2% Spellpower/crit +8 Ignore resists +5% arcane defense ------ Spell save +3 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 200 physical damage Puts all charms on 9 turn cooldown 100% to reduce 1 talent cooldowns by 2. 100% to heal for 59. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 11 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Damage +3% darkness Ignore resists +5% darkness defense ------ Resistance +3% darkness +9% nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 9 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. 100% to reduce fatigue by 31% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 21 lightning damage and will be dazed for 1 turn (109 total damage) Puts all charms on 9 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +3 Cun +1 Wil offense ------ Critical power +20.00% Ignore resists +10% mind +5% arcane Ignore Shields +30% Create a shield absorbing up to 238 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 turn cooldown 100% to heal for 57. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +4 Wil offense ------ Ignore resists +10% mind defense ------ Resistance +15% lightning Mind save +18 (+6 eff.) other ------- Max hate +8.00 Create a shield absorbing up to 245 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +2 Wil offense ------ Spellpower/crit +4 Damage +12% darkness Ignore resists +20% darkness When Hit 4 arcane defense ------ Spell save +18 (+9 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Create a shield absorbing up to 359 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 turn cooldown 100% to heal for 63. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By Danniwhe the Cornac Writhing One level 34
3rd Mirth 123rd year of Ascendancy at 09:51 see stats
By Danniwhe the Cornac Writhing One level 35
7th Mirth 123rd year of Ascendancy at 03:34 see stats
By Danniwhe the Cornac Writhing One level 34
69th Pyre 123rd year of Ascendancy at 19:42 see stats
By Danniwhe the Cornac Writhing One level 20
14th Haze 122nd year of Ascendancy at 19:03 see stats
By Danniwhe the Cornac Writhing One level 25
12nd Regrowth 123rd year of Ascendancy at 19:27 see stats
By Danniwhe the Cornac Writhing One level 32
53rd Pyre 123rd year of Ascendancy at 18:55 see stats
By Danniwhe the Cornac Writhing One level 27
47th Regrowth 123rd year of Ascendancy at 12:30 see stats
By Danniwhe the Cornac Writhing One level 35
7th Mirth 123rd year of Ascendancy at 02:44 see stats
By Danniwhe the Cornac Writhing One level 10
1st Mirth 122nd year of Ascendancy at 14:30 see stats
By Danniwhe the Cornac Writhing One level 20
9th Haze 122nd year of Ascendancy at 17:50 see stats
By Danniwhe the Cornac Writhing One level 30
12nd Pyre 123rd year of Ascendancy at 04:32 see stats
By Danniwhe the Cornac Writhing One level 28
56th Regrowth 123rd year of Ascendancy at 11:51 see stats
By Danniwhe the Cornac Writhing One level 27
48th Regrowth 123rd year of Ascendancy at 10:52 see stats
By Danniwhe the Cornac Writhing One level 34
71st Pyre 123rd year of Ascendancy at 03:09 see stats
By Danniwhe the Cornac Writhing One level 25
13rd Regrowth 123rd year of Ascendancy at 13:52 see stats
By Danniwhe the Cornac Writhing One level 35
7th Mirth 123rd year of Ascendancy at 03:34 see stats
By Danniwhe the Cornac Writhing One level 36
10th Flare 123rd year of Ascendancy at 01:41 see stats
By Danniwhe the Cornac Writhing One level 10
48th Dusk 122nd year of Ascendancy at 14:31 see stats
By Danniwhe the Cornac Writhing One level 35
7th Mirth 123rd year of Ascendancy at 03:34 see stats
By Danniwhe the Cornac Writhing One level 29
78th Regrowth 123rd year of Ascendancy at 06:21 see stats
By Danniwhe the Cornac Writhing One level 10
3rd Mirth 122nd year of Ascendancy at 22:49 see stats
By Danniwhe the Cornac Writhing One level 29
77th Regrowth 123rd year of Ascendancy at 15:24 see stats
By Danniwhe the Cornac Writhing One level 34
71st Pyre 123rd year of Ascendancy at 17:30 see stats
By Danniwhe the Cornac Writhing One level 18
78th Dusk 122nd year of Ascendancy at 13:45 see stats
By Danniwhe the Cornac Writhing One level 32
51st Pyre 123rd year of Ascendancy at 08:24 see stats
Log
Talent Shed Skin is ready to use.
Bleeding from Saw horror hits Danniwhe for 9 physical damage.
Danniwhe's Channel Staff hits Layolaith the faerlhing for 132 darkness damage.
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Carrion Feet is still on cooldown for 16 turns.
You do not have enough Insanity to use Shed Skin.
murderer's cashmere cloak of the voidstalker (2 def, 0 armour) is still recharging.
Danniwhe casts Lash Out.
Danniwhe performs a melee critical strike against Saw horror!
Danniwhe hits Saw horror for 493 darkness damage.
Melee retaliation hits Danniwhe for 17 physical damage.
Saw horror's phys.bleed area effect hits Danniwhe for 47 physical damage.
Saw horror uses Kinetic Leech.
Danniwhe slows down.
Bleeding from Saw horror hits Danniwhe for 9 physical damage.
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Danniwhe casts Diseased Tongue.
Personal New Achievement: That was close (Insane (Roguelike) difficulty)!
Danniwhe is empowered by the fear of his foes.
Danniwhe hits Saw horror for 143 darkness damage.
Melee retaliation hits Danniwhe for 17 physical damage.
Danniwhe killed Saw horror!
Saw horror's phys.bleed area effect hits Danniwhe for 47 physical damage.
Bleeding from Saw horror hits Danniwhe for 11 physical damage.
Layolaith the faerlhing starts to bleed.
Saw horror's phys.bleed area effect hits Danniwhe for 47 physical damage.
Saw horror's phys.bleed area effect hits Layolaith the faerlhing for 111 physical damage.
Danniwhe the level 36 cornac writhing one was smashed to death by a saw horror on level 1 of Scourged Pits.