











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 30 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by Gassra the brown bear at level 27 on the 33rd Pyre 123rd year of Ascendancy at 21:30 / 2Killed by dreaming horror at level 30 on the 71st Pyre 123rd year of Ascendancy at 09:07 |
Primary Stats
| Strength | 34 (base 11) |
| Dexterity | 109 (base 60) |
| Constitution | 49 (base 11) |
| Magic | 24 (base 10) |
| Willpower | 41 (base 10) |
| Cunning | 101 (base 60) |
Resources
| Life | -206/780 |
| Stamina | 139/294 |
| Healing Factor | 1.2732873839944 |
| Regeneration | 15.597770453932 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 6 |
| See Stealth | 64.871893227577 |
| See Invisible | 70.871893227577 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 66 |
| Crit Chance | 45% |
| APR | 31 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 58 |
| Accuracy | 66 |
| Crit Chance | 41% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +7% |
| Fire | +14% |
| Nature | +28% |
| Physical | +29% |
| Cold | +21% |
| All | +2% |
Offense: Damage Penetration
| Physical | +6% |
| All | 0% |
| Nature | +35% |
Defense: Base
| Armour (hardiness) | 25 (49.007671158813%) |
| Defense | 73 |
| Ranged Defense | 73 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 25 |
| Mental Save | 52 |
Defense: Resistances
| Cold | + 31%( 70%) |
| Darkness | + 13%( 70%) |
| Light | + 22%( 70%) |
| Nature | + 18%( 70%) |
| Blight | + 16%( 70%) |
| Physical | + 26%( 70%) |
| Fire | + 35%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 485 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 267 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 498% 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 437 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 fire 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 shadow has asked that you come back as soon as possible. The fortress's current energy level is: 256. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed pouch of luminous horror dust. * You've found the needed ice ant stinger. 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 red crystal shard. * You've found the needed vial of wight ectoplasm. * You've found the needed bloated horror heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed warg claw. * You've found the needed wretchling eyeball. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 | dreamer's pair of hardened leather boots of strife (0 def, 3 armour)2.0 T3 feet armor [Ego++] Psionic While equipped: Stats +8 Wil +4 Cun +3 Con dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +6% physical ----- def ----- Armour +3 Phys.save +8 (+2 eff.) Spell.save +9 (+5 eff.) Mind.save +8 (+3 eff.) Blindside: Puts all charms on 14 cooldown Level 2.0 Pwr.cost 14 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | preserving alchemist's lamp of the moons1.0 T3 lite [Ego++] Arcane/Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +5% darkness ----- def ----- Resists +9% blight +10% light Affinity +5% darkness HP.reg +8.00 ---------- misc Light +4 Infravis +2 Moonlight Ray: Puts all charms on 5 cooldown Level 4.0 Pwr.cost 5 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 83.16 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 20 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | heroic hardened leather gloves of the starseeker (0 def, 6 armour)1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +3 Mag ----- def ----- Armour +6 Resists +6% light +6% darkness Mind.save +7 (+2 eff.) Max.HP +47.00 ---------- misc Infravis +2 Unarmed combat: Power 22.0 - 24.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +10 light +21 darkness On Hit: 10% Battle Shout 3 Starfall: Puts all charms on 11 cooldown Level 1.0 Pwr.cost 11 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 41.11 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | focusing dwarven-steel torque of psionic shield [power 75] (8/14 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 14 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +9 Con dps ---------- Phys.crit +4.0% Phys.pwr +8 (+3 eff.) Dmg.mod +12% fire +13% cold +6% physical Acc +10 (+3 eff.) ----- def ----- Resists +26% cold +24% fire Phys.save +9 (+3 eff.) Cannot be unequipped or rerolled until level 33. 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? |
| On fingers | stralite ring 'Xoth'0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +7 Con ----- def ----- Defense +15 (+4 eff.) Phys.save +14 (+4 eff.) Mind.save +6 (+2 eff.) Die.at -80.00 life HP.reg +4.00 Silence- +20% ---------- misc Max.stam +30.00 Rings make your fingers look great! |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
| Around waist | Venomvile1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +6% nature +6% cold Res.pen +20% nature ----- def ----- Resists +3% nature Phys.save +6 (+2 eff.) A belt that goes around your waist. |
| In off hand | enhanced dwarven-steel dagger (16-21 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Nature Power 16.0 - 20.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +6 Str +6 Dex +6 Mag +7 Wil +5 Cun +5 Con Sharp, short and deadly. |
| Cloak | Porubreth (3 def, 0 armour)2.0 T5 cloak armor [Rare] Psionic While equipped: Stats +3 Str +4 Wil +5 Cun dps ---------- Mind.crit +6% Crit.mult +5.00% Phys.pwr +5 (+2 eff.) Dmg.mod +21% physical ----- def ----- Defense +3 (+1 eff.) Resists +9% nature +6% fire ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | nimble hardened leather armour of the hero (14 def, 6 armour)9.0 T3 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +3 Str +8 Dex +5 Mag +4 Wil +4 Cun dps ---------- Mov.spd +20% ----- def ----- Armour +6 Defense +14 (+4 eff.) Fatigue +8% Max.HP +42.00 A suit of armour made of leather. |
Inventory
healing infusion (heal 66; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 66 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -288; dur 7; cd 31)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -288 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 576 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 600; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 600 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Prismatic Rune (6 turns; lightning, physical, darkness, cold, arcane)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 2 physical, 4 darkness, 4 cold, 5 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 20 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (122). 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. |
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... |
Yarodunasta the Serpentsting0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% nature +6% cold On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Fatigue -8% Resists +12% nature HP.reg +3.00 Amulets make your neck look great! |
clarifying copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% mind Confus- +22% Amulets make your neck look great! |
starseer's steel amulet0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Dmg.mod +5% darkness +5% temporal +5% light +6% physical Amulets make your neck look great! |
wanderer's stralite amulet0.1 T4 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +3 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +3.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Dawnwalker0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Apr +2 ----- def ----- Resists +2% physical Phys.save +25 (+8 eff.) ---------- misc Stam/turn +3.00 Light +1 Rings make your fingers look great! |
Dourfiend0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.pwr +25 (+9 eff.) Dmg.mod +15% nature +9% darkness Res.pen +15% darkness Melee Ret 6 mind ----- def ----- Resists +30% nature ---------- misc Equi/ret +0.08 Psi/ret +0.04 Rings make your fingers look great! |
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. |
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 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 28 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. |
Voidmarrow0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% physical Res.pen +25% darkness +25% light Acc +10 (+3 eff.) ----- def ----- Armour +6 Max.HP +32.00 Disarm- +37% Pinning- +38% Knockbk- +32% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
Zerymarig0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Crit.mult +15.00% Dmg.mod +11% nature +6% physical ----- def ----- Resists +22% nature ---------- misc Stam/turn +1.00 Max.stam +20.00 Rings make your fingers look great! |
copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
gladiator's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +8 (+3 eff.) Acc +9 (+3 eff.) Apr +10 ----- def ----- Defense +12 (+3 eff.) Disengage: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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! |
mule's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Fatigue -5% Resists +22% cold ---------- misc Max.enc +23 Rings make your fingers look great! |
mule's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Blind- +23% ---------- misc Max.enc +21 Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
mule's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% Max.HP +20.00 Disarm- +20% Pinning- +20% Knockbk- +24% ---------- misc Max.enc +20 Rings make your fingers look great! |
painweaver's gold ring of life0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +5% all ----- def ----- Max.HP +55.00 HP.reg +8.00 Heal.mod +13% Rings make your fingers look great! |
sneakthief's stralite ring of pilfering0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +21 (+6 eff.) Apr +11 ----- def ----- Defense +11 (+3 eff.) Disengage: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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! |
steel ring 'Gludanor' =20% Stun/frz ring=0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex +3 Wil dps ---------- Crit.mult +10.00% Acc +5 (+2 eff.) Apr +1 On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Die.at -40.00 life HP.reg +4.00 Stun/Frz- +20% ---------- misc Max.stam +20.00 Rings make your fingers look great! |
steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +21% Rings make your fingers look great! |
steel ring of life0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +48.00 HP.reg +6.00 Heal.mod +13% Rings make your fingers look great! |
titan's gold ring0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +5 Con ----- def ----- Phys.save +10 (+3 eff.) Rings make your fingers look great! |
titan's stralite ring of nature (+26%)0.1 T4 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +13% nature ----- def ----- Resists +26% nature Phys.save +8 (+2 eff.) Rings make your fingers look great! |
wizard's gold ring of blight (+12%)0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +12% blight ----- def ----- Resists +12% blight Spell.save +8 (+4 eff.) Rings make your fingers look great! |
steel battleaxe of torment (22-34 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Psionic Power 22.5 - 33.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Massive two-handed battleaxes. |
Nimbussaw (10-14 power, 11 apr) =15% lightning res=1.0 T1 dagger 1H weapon [Rare] Arcane Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +4.0% Atk.spd 100% Phasing +11% Melee+ +4 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 13 While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Resists +6% blight +3% fire +15% lightning Sharp, short and deadly. |
Poltergeist's Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Cun, 65% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Poltergeist's Umbral Razor (25-32 power, 10 apr) =6 mag dagger=1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +2 Str +2 Dex +6 Mag +2 Wil +6 Cun +2 Con dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 11 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 70.14 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
truestriking steel dagger of massacre (18-23 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 18.0 - 23.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +9 (+3 eff.) Apr +5 Sharp, short and deadly. |
steel greatmaul 'Airserpent' (29-44 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Disrupt Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Against +20% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Defense +20 (+5 eff.) Resists +9% mind +8% physical Mind.save +6 (+2 eff.) Die.at -80.00 life Max.HP +80.00 Massive two-handed mauls. |
flaming steel greatsword of rage (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Arcane/Master Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +10 fire While equipped: Stats +5 Str dps ---------- Dmg.mod +10% physical Acc +12 (+3 eff.) Massive two-handed swords. |
enhanced stralite longsword (34-47 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Nature Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Str +7 Dex +7 Mag +6 Wil +10 Cun +4 Con Sharp, long, and deadly. |
slime-covered dwarven-steel mace of dampening (26-36 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Disrupt Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 9% chance to slow global speed by 55% While equipped: ----- def ----- Resists +8% acid +9% lightning +12% cold +12% fire +4% all Spell.save +9 (+5 eff.) Blunt and deadly. |
honing pulsing mindstar of gales (14-15 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +13% lightning +8% cold +12% physical Res.pen +3% physical ----- def ----- Defense +20 (+5 eff.) Resists +3% physical Pinning- +27% ---------- misc 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. |
Hare-Skin Sling4.0 T3 sling 1H weapon Reqs Shoot [Unique] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 5 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
caustic hardened leather sling of cunning (+4)4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +13 acid +15 nature While equipped: Stats +4 Cun dps ---------- Res.pen +11% acid +7% physical +14% nature Apr +8 Slings are used to hurl stones or metal shots at your foes. |
Duskmortal (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Phys.crit +5.0% Spell.crit +10% Spell.pwr +6 (+3 eff.) Dmg.mod +15% acid +6% temporal Acc +20 (+5 eff.) ----- def ----- Resists +9% darkness Phys.save +6 (+2 eff.) Die.at -40.00 life ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Gilisaldir the Ravenream (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +8 Str +6 Dex dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) S.pwr/crit +4 Dmg.mod +21% darkness +20% cold ----- def ----- Resists +12% temporal ---------- misc See.Invis +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew vilestaff of greater warding (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Ego++] Arcane/Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +3% Spell.pwr +14 (+7 eff.) Dmg.mod +20% blight ----- def ----- Armour +8 Defense +8 (+2 eff.) HP.reg +1.20 Heal.mod +14% ---------- misc Wards +3 blight Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
swiftstrike stralite steamgun of recursion4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego++] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +800% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: Stats +5 Cun dps ---------- Phys.spd +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Tyderan (20-28 power, 4 apr) =7con macestick=3.0 T3 waraxe 1H weapon [Random Unique] Nature/Master Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +12 arcane On Hit: * 10% chance to reduce armor by 23% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Con +7 Wil dps ---------- Phys.crit +7.0% Spell.pwr +10 (+5 eff.) Res.pen +15% acid Acc +8 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Resists +3% acid Max.HP +39.00 Disarm- +27% ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 One-handed war axes. |
warbringer's dwarven-steel waraxe of enduring (18-26 power, 4 apr) =10 con axestick=3.0 T3 waraxe 1H weapon [Ego++] Nature/Master Power 18.5 - 25.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +10 Con +7 Wil dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +8% physical ----- def ----- Max.HP +26.00 Disarm- +19% One-handed war axes. |
Maleregogen the Singewhisper1.0 T5 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Resists +9% blight +15% temporal +6% nature Max.HP +56.00 A belt that goes around your waist. |
blurring hardened leather belt of the vagrant =3 con belt=1.0 T3 belt armor [Ego+] Nature/Master While equipped: Stats +3 Con dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Mind.save +5 (+2 eff.) Stealth +7 A belt that goes around your waist. |
spiritwalker's hardened leather belt of magery =12 mag belt lmao=1.0 T3 belt armor [Ego++] Arcane While equipped: Stats +4 Wil +12 Mag dps ---------- Spell.crit +3% ---------- misc Mana/turn +0.28 Max.mana +36.00 A belt that goes around your waist. |
Tulodil (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Str ----- def ----- Defense +1 (+1 eff.) Max.HP +50.00 HP.reg +4.00 Cut- +10% ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of sorcery (1 def, 0 armour) =3 mag cloak=2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +5% ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emelonor (0 def, 0 armour)2.0 T5 cloth armor [Rare] Nature While equipped: Stats +6 Str +5 Con dps ---------- Dmg.mod +23% nature ----- def ----- Resists +34% nature +15% all Crit.chn- 15.00% ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+7 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
pair of rough leather boots 'Xanygamira' (2 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str dps ---------- Crit.mult +10.00% Phys.pwr +5 (+2 eff.) ----- def ----- Armour +5 Defense +2 (+1 eff.) ---------- misc Max.stam +10.00 Evasion: (Instant) Puts all charms on 17 cooldown Level 5.2 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 60 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
hardened leather gloves of spellstriking (0 def, 2 armour) =3 mag gloves=1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +6 (+3 eff.) Melee+ 9 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Resists +3% arcane Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 arcane On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady rough leather gloves of magic (+3) (0 def, 1 armour) =3 mag gloes=1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane Acc +6 (+2 eff.) ----- def ----- Armour +1 Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +22% Unarmed combat: Power 6.5 - 7.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +1.0% Atk.spd 100% Melee+ +5 arcane On Crit.r2 +5 arcane On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Getosasin the Offalprophet (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +9 Str +3 Dex +5 Wil +6 Con dps ---------- Phys.pwr +8 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Armour +3 Fatigue +3% Resists +6% physical Phys.save +8 (+2 eff.) ---------- misc See.Invis +3 A cap made of leather. |
cleansing cashmere wizard hat of lightning (+8%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +2 (+1 eff.) Resists +8% blight +7% nature +18% lightning A pointy cloth hat, very wizardly... |
enlightening hardened leather armour of the deep (9 def, 9 armour) =water armour=9.0 T3 light armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +9 Defense +9 (+3 eff.) Fatigue +8% Resists +7% acid +8% cold Mind.save +12 (+4 eff.) ---------- misc Breathe water A suit of armour made of leather. |
Titanic (20 def, 18 armour, 320 block)7.0 T3 shield armor Reqs Shield usage training Str 37 [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+5 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
44 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 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. |
9 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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. |
11 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Daypiety the dwarven-steel pickaxe (dig speed 14 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Crit.mult +10.00% Dmg.mod +12% light ----- def ----- Defense +25 (+7 eff.) Max.HP +22.00 ---------- misc Max.stam +40.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery"2.0 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. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 55 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
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.(97 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Flashwar' =2 mag lantern=1.0 T3 lite [Rare] Disrupt While equipped: Stats +1 Str +2 Mag dps ---------- Res.pen +15% light ----- def ----- Resists +12% light +3% nature +3% all Spell.save +7 (+4 eff.) ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp1.0 T3 lite [Ego] Master While equipped: ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)2.0 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. |
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. |
barbed pouch of steel shots of wind (19/19, 26-31 power, 2 apr)3.0 T2 shot ammo [Ego+] Nature/Master Power 26.0 - 31.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 19 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 130 physical damage On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
thought-forged pouch of stralite shots of paradox (21/21, 44-53 power, 5 apr)3.0 T4 shot ammo [Ego] Arcane/Psionic Power 44.0 - 52.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 21 Rld cld 6 Ranged+ +14 temporal +10 mind On Hit: * 12% chance to gain 10% of a turn (3/turn limit) * 18% chance to reduce all saves and defense by 28 Shots are used with slings to pummel your foes to death. |
Glacierquencher [power 230] (8/9 cooldown) =2 mag mindblast=2.0 T3 torque charm [Rare] Psionic While equipped: Stats +3 Str +2 Mag dps ---------- Res.pen +20% acid +20% cold ---------- misc Light +1 See.Invis +6 Blast the opponent's mind dealing 235 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown 100% to increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Kuhad the steel torque of mindblast [power 175] (8/9 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.crit +3% Dmg.mod +12% mind ----- def ----- Mind.save +18 (+6 eff.) Blast the opponent's mind dealing 178 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
Oluvon the voratun torque of gale force [power 425] (8/9 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 23% ----- def ----- Resists +3% mind Die.at -40.00 life Max.HP +100.00 Silence- +10% Teleport- +20% Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 548 physical damage Puts all charms on 9 cooldown 100% to increase all damage penetration by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered dwarven-steel torque of psionic shield [power 143] (8/19 cooldown)2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 143 for 5 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
Sootpain the dragonbone totem of healing [power 548] (8/9 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +9 Cun +2 Mag dps ---------- Crit.mult +10.00% Dmg.mod +18% mind On Hit (Melee): * 20% chance to reduce damage dealt by 23% ---------- misc Equi/ret +0.16 Heal yourself and all friendly characters within 10 spaces for 548 Puts all charms on 9 cooldown 100% to increase all damage by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
11 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+8 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 48 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 20 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
overpowered elven-wood wand of shielding [power 626] (8/15 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 626 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered yew wand of shielding [power 428] (8/16 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 428 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By BIG_PROBLEM the Cornac Rogue level 24
13rd Pyre 123rd year of Ascendancy at 21:32 see stats
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By BIG_PROBLEM the Cornac Rogue level 27
33rd Pyre 123rd year of Ascendancy at 19:44 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By BIG_PROBLEM the Cornac Rogue level 8
6th Mirth 122nd year of Ascendancy at 07:57 see stats
Don't Poosh it! (Nightmare (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By BIG_PROBLEM the Cornac Rogue level 27
36th Pyre 123rd year of Ascendancy at 04:08 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By BIG_PROBLEM the Cornac Rogue level 20
68th Haze 122nd year of Ascendancy at 19:20 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By BIG_PROBLEM the Cornac Rogue level 21
71st Haze 122nd year of Ascendancy at 10:50 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By BIG_PROBLEM the Cornac Rogue level 25
14th Pyre 123rd year of Ascendancy at 14:59 see stats
Guiding Hand (Nightmare (Roguelike) difficulty)
Saved all escorted adventurers.By BIG_PROBLEM the Cornac Rogue level 29
66th Pyre 123rd year of Ascendancy at 06:29 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By BIG_PROBLEM the Cornac Rogue level 23
6th Pyre 123rd year of Ascendancy at 13:16 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By BIG_PROBLEM the Cornac Rogue level 10
2nd Flare 122nd year of Ascendancy at 10:17 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By BIG_PROBLEM the Cornac Rogue level 20
57th Haze 122nd year of Ascendancy at 14:23 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By BIG_PROBLEM the Cornac Rogue level 30
67th Pyre 123rd year of Ascendancy at 21:39 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By BIG_PROBLEM the Cornac Rogue level 28
40th Pyre 123rd year of Ascendancy at 05:10 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By BIG_PROBLEM the Cornac Rogue level 24
11st Pyre 123rd year of Ascendancy at 16:53 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By BIG_PROBLEM the Cornac Rogue level 8
2nd Summertide 122nd year of Ascendancy at 01:43 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By BIG_PROBLEM the Cornac Rogue level 22
59th Regrowth 123rd year of Ascendancy at 10:33 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By BIG_PROBLEM the Cornac Rogue level 11
4th Flare 122nd year of Ascendancy at 10:49 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By BIG_PROBLEM the Cornac Rogue level 22
58th Regrowth 123rd year of Ascendancy at 21:07 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By BIG_PROBLEM the Cornac Rogue level 26
31st Pyre 123rd year of Ascendancy at 22:52 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By BIG_PROBLEM the Cornac Rogue level 18
47th Haze 122nd year of Ascendancy at 12:45 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By BIG_PROBLEM the Cornac Rogue level 27
33rd Pyre 123rd year of Ascendancy at 21:30 see stats
Log
Dreaming horror uses Distortion Wave.
Dreaming horror's mind surges with critical power!
BIG_PROBLEM reacts to damage from Dreaming horror, mitigating the blow!.
BIG_PROBLEM is knocked back!
BIG_PROBLEM is stunned!
Dreaming horror hits BIG_PROBLEM for (80 reacted , -5 stam), 180 physical (180 total damage).
BIG_PROBLEM deactivates Numbing Poison.
BIG_PROBLEM is no longer sleeping.
Talent Tumble is ready to use.
BIG_PROBLEM has been put to sleep.
Dream seed uses Sleep.
BIG_PROBLEM shrugs off Dream seed's 'Sleep'!
Dream seed shrugs off Dream seed's 'Sleep'!
Dreaming horror shrugs off Dream seed's 'Sleep'!
Dream seed shrugs off Dream seed's 'Sleep'!
Dream seed shrugs off Dream seed's 'Sleep'!
Dream seed misses BIG_PROBLEM.
Dream seed misses BIG_PROBLEM.
Dream seed misses BIG_PROBLEM.
Ravage from Dreaming horror hits BIG_PROBLEM for 94 physical damage.
Restless Night from Dreaming horror hits BIG_PROBLEM for 85 mind damage.
BIG_PROBLEM is no longer sleeping.
Dreaming horror receives 11 healing (14 psi heal).
Talent Throwing Knives is ready to use.
Talent Dirty Fighting is ready to use.
Talent Dig is ready to use.
Ravage from Dreaming horror hits BIG_PROBLEM for 94 physical damage.
Restless Night from Dreaming horror hits BIG_PROBLEM for 137 mind damage.
BIG_PROBLEM the level 30 cornac rogue was mindraped to death by a dreaming horror on level 8 of Dreadfell.















































































































































