











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!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 | 36 / 92% |
| Size | medium |
| Lifes / Deaths | Killed by Belegakira the xhaiak arachnomancer at level 36 on the 7th Flare 123rd year of Ascendancy at 07:04 / 2Killed by Belegakira the xhaiak arachnomancer at level 36 on the 7th Flare 123rd year of Ascendancy at 08:48 |
Primary Stats
| Strength | 11 (base 11) |
| Dexterity | 104 (base 60) |
| Constitution | 46 (base 29) |
| Magic | 10 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 107 (base 60) |
Resources
| Life | -143/1110 |
| Stamina | 161/234 |
| Healing Factor | 1.6267804250994 |
| Regeneration | 49.210107859255 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 50.97487163516 |
| See Invisible | 50.97487163516 |
Offense: Mainhand
| Damage | 98 |
| Accuracy | 75 |
| Crit Chance | 51% |
| APR | 24 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 59 |
| Accuracy | 75 |
| Crit Chance | 46% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +14% |
| Darkness | +12% |
| Mind | +15% |
| Blight | +30% |
| Acid | +9% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Physical | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 29 (69.007671158813%) |
| Defense | 79 |
| Ranged Defense | 79 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 8 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 29%( 70%) |
| Cold | + 13%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 43%( 70%) |
| Temporal | + 18%( 70%) |
| Mind | + 24%( 70%) |
| Darkness | + 29%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Disarm Resistance | 50% |
| Silence Resistance | 46% |
| Confusion Resistance | 65% |
| Knockback Resistance | 40% |
| Stun Resistance | 56% |
| Instadeath Resistance | 100% |
| Blind Resistance | 0% |
Inscriptions (5/5)
| 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. |
| 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 290 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| 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 712% 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 Dexterity stat. |
| 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 552 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Technique / Dual techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | 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 grave | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lone alchemist from death by treant. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by fire drake. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Misdirection (+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 |
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 Shardskin. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 361. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 ice ant stinger. * You've found the needed length of troll intestine. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Stire of Derth has completed an elixir of precision without your aid. 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 vial of wight ectoplasm. * You've found the needed vial of squid ink. * You've found the needed wretchling eyeball. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. 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 faerlhing fang. * You've found the needed electric eel tail. | 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! | 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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | undeterred pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +3 Silence- +26% Confus- +35% Stun/Frz- +28% Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 15/15. 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. A pair of boots made of leather. |
| Light source | preserving alchemist's lamp of health1.0 T3 lite [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Resists +6% blight Max.HP +40.00 HP.reg +6.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | cashmere wizard hat 'Isodheth' (32 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +4 (+4 eff.) Melee Ret 8 acid On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Defense +32 (+6 eff.) Resists +12% nature Max.HP +40.00 Silence- +20% Confus- +20% ---------- misc Mana/turn +0.21 A pointy cloth hat, very wizardly... |
| On hands | Barythel (0 def, 6 armour)1.0 T2 hands armor [Rare] Master While equipped: ----- def ----- Armour +6 Resists +9% temporal +6% darkness +3% cold +3% mind +12% nature Mind.save +20 (+7 eff.) Max.HP +64.00 Heal.mod +10% Unarmed combat: Power 23.0 - 25.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Runolabers [power 85] (12/14 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +9 Con dps ---------- Res.pen +10% physical Acc +20 (+4 eff.) ----- def ----- Armour +6 Resists +12% mind Die.at -40.00 life ---------- misc Stam/turn +3.00 Setup a psionic shield, reducing all damage taken by 85 for 5 turns Puts all charms on 14 cooldown 100% to heal for 56. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's stralite ring of life0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex dps ---------- Acc +10 (+2 eff.) ----- def ----- Max.HP +61.00 HP.reg +15.00 Heal.mod +14% Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +1 Cun dps ---------- Melee+ 13 physical Ranged+ 14 physical Dmg.mod +14% lightning +15% mind On Hit (Melee): * 13% chance to reduce all saves and defense by 23 On Hit (Ranged): * 13% chance to reduce all saves and defense by 23 ----- def ----- Resists +28% lightning HP.reg +4.00 Stun/Frz- +28% ---------- misc Equi/ret +0.08 Hate/m.crit +7.00 Max.hate +8.00 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 Puts all charms on 1 cooldown "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 neck | steel amulet 'Shadeknave'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +6% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +5 (+1 eff.) Fatigue -4% Resists +3% acid +9% lightning Die.at -80.00 life HP.reg +2.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
| In main hand | 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 (+3 eff.) Phys.save +15 (+7 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. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off 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. |
| Cloak | Ravenrune the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +6% darkness +30% blight Res.pen +10% blight Acc +20 (+4 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 19% * 20% chance to reduce armor by 18% ----- def ----- Defense +2 (+0 eff.) Fatigue -6% Max.HP +40.00 ---------- misc Max.stam +21.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Cindertreason (11 def, 10 armour)9.0 T2 light armor Reqs Str 14 [Random Unique] Nature/Master While equipped: Stats +4 Dex +3 Wil dps ---------- Phys.crit +3.0% Mov.spd +20% Dmg.mod +6% fire Res.pen +15% physical ----- def ----- Armour +10 Defense +11 (+2 eff.) Fatigue +7% Resists +15% blight +15% darkness Max.HP +30.00 HP.reg +3.00 Heal.mod +13% ---------- misc Stam/turn +3.00 Light +1 A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the psychic (speed 514%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 514% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 721%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 721% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 440%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 440% 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 Strength stat. 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 414; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 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 414 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. |
Elixir of Focus0.0 potion [Plot Item] Nature Grant you two additional class talent points. A vial of clear, steaming fluid. |
blink rune of the duelist (range 7; phase 32; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+13 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Gleamking0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +2 Con +6 Mag dps ---------- Phys.pwr +25 (+12 eff.) Dmg.mod +12% light ----- def ----- Die.at -60.00 life ---------- misc Light +3 Masteries +0.28 Technique/Throwing knives Amulets make your neck look great! |
Mayerinor the Umbravenom0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +25% light Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Resists +20% darkness +5% physical ---------- misc Stam/turn +0.70 Amulets make your neck look great! |
Salebeth the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Str +6 Dex +6 Wil dps ---------- Crit.mult +30.00% Mind.pwr +10 (+5 eff.) Apr +4 ----- def ----- Mind.save +12 (+4 eff.) ---------- misc Hate/m.crit +2.00 Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 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... |
gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.15 Max.mana +40.00 Amulets make your neck look great! |
savior's voratun amulet of perfection (0.35 Technique / Assassination,0.35 Cunning / Lethality)0.1 T5 amulet jewelry [Ego++] Master While equipped: ----- def ----- Phys.save +13 (+6 eff.) Spell.save +10 (+10 eff.) Mind.save +13 (+5 eff.) ---------- misc Masteries +0.35 Technique/Assassination +0.35 Cunning/Lethality Amulets make your neck look great! |
vitalizing copper amulet0.1 T1 amulet jewelry [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +30.00 HP.reg +1.00 Amulets make your neck look great! |
wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+5 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. |
Torelethad0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Str +3 Mag +8 Wil dps ---------- Crit.mult +15.00% Spell.pwr +10 (+8 eff.) S.pwr/crit +6 Dmg.mod +9% blight ----- def ----- Armour +12 Spell.save +9 (+9 eff.) ---------- misc Max.vim +40.00 Rings make your fingers look great! |
Winterkill the gold ring0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun +13 Wil dps ---------- Mind.crit +6% ----- def ----- Resists +9% mind +6% cold Mind.save +12 (+4 eff.) ---------- misc Hate/m.crit +3.00 Rings make your fingers look great! |
conjurer's copper ring of light (+22%)0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+6 eff.) Dmg.mod +11% light ----- def ----- Resists +22% light Rings make your fingers look great! |
conjurer's gold ring of the mind (+12%)0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +8 (+7 eff.) Dmg.mod +12% mind ----- def ----- Resists +12% mind Rings make your fingers look great! |
conjurer's steel ring of the mind (+12%)0.1 T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+6 eff.) Dmg.mod +12% mind ----- def ----- Resists +12% mind Rings make your fingers look great! |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +4 See.Stealth +7 See.Invis +6 Rings make your fingers look great! |
gladiator's gold ring of clarity0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +7 (+4 eff.) ----- def ----- Mind.save +9 (+3 eff.) Confus- +26% Rings make your fingers look great! |
gold ring of clarity0.1 T3 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +7 (+3 eff.) Confus- +22% Rings make your fingers look great! |
rogue's gold ring of corrosion (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +6 Cun dps ---------- Dmg.mod +12% acid ----- def ----- Defense +12 (+2 eff.) Resists +24% acid Rings make your fingers look great! |
solipsist's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +8 (+4 eff.) ----- def ----- Max.HP +57.00 HP.reg +11.00 Heal.mod +14% Rings make your fingers look great! |
steel ring 'Aerelle'0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con ----- def ----- Resists +9% fire +12% nature +6% mind Phys.save +8 (+4 eff.) Spell.save +6 (+6 eff.) Cut- +20% Knockbk- +10% Rings make your fingers look great! |
stralite ring of life0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +41.00 HP.reg +9.00 Heal.mod +13% Rings make your fingers look great! |
stralite ring of life0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +62.00 HP.reg +12.00 Heal.mod +16% Rings make your fingers look great! |
titan's gold ring of clarity0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Confus- +20% Rings make your fingers look great! |
warrior's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Blind- +22% ---------- misc Infravis +4 See.Stealth +6 See.Invis +6 Rings make your fingers look great! |
warrior's steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% lightning ----- def ----- Armour +6 Resists +20% lightning Rings make your fingers look great! |
warrior's stralite ring of fire (+20%)0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Str dps ---------- Dmg.mod +10% fire ----- def ----- Armour +10 Resists +20% fire Rings make your fingers look great! |
wizard's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +5 Mag ----- def ----- Spell.save +10 (+10 eff.) Blind- +23% ---------- misc Infravis +4 See.Stealth +9 See.Invis +7 Rings make your fingers look great! |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 0% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+10 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
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 ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (20-26 power, 10 apr) =5 mag weapon=1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Spelldrinker (27-35 power, 8 apr) =6 mag dagger=1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Cun, 20% Mag, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+12 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Ulfidir the Dazzlepierce (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 18.5 - 24.1 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 Dex dps ---------- Dmg.mod +15% physical Res.pen +11% physical Acc +12 (+3 eff.) Apr +13 ----- def ----- Armour +8 Die.at -80.00 life ---------- misc Light +3 Sharp, short and deadly. |
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 (+4 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 projection (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Master/Psionic Power 12.5 - 16.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +6% physical Acc +12 (+3 eff.) Apr +5 Sharp, short and deadly. |
stormbringer's stralite mace of enduring (34-47 power, 5 apr) =11con single mace=3.0 T4 mace 1H weapon Reqs Str 35 [Ego++] Nature Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit.r2 +21 lightning +8 cold While equipped: Stats +11 Con +9 Wil dps ---------- Mov.spd +30% Res.pen +12% lightning +10% cold ----- def ----- Max.HP +10.00 Blunt and deadly. |
Shinepulverizer (18-25 power, 4 apr) =24str stat stiock=3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Nature Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +8 fire On Crit.r2 +8 mind While equipped: Stats +3 Str +7 Dex +5 Mag +7 Wil +8 Cun +3 Con dps ---------- Dmg.mod +15% light +12% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ---------- misc Light +2 One-handed war axes. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Huroddador1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Dex +4 Con dps ---------- Mind.crit +3% ----- def ----- Resists +8% fire +11% cold Die.at -80.00 life Max.HP +100.00 ---------- misc Hate/m.crit +3.00 A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +19% Summoned ----- def ----- Resists +6% blight D.Red.from +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's hardened leather belt of life =5 mag belt=1.0 T3 belt armor [Ego+] Arcane/Nature While equipped: Stats +5 Mag ----- def ----- HP.reg +1.10 Heal.mod +15% ---------- misc Mana/turn +0.15 Max.mana +28.00 A belt that goes around your waist. |
cashmere cloak 'Issaldil' (2 def, 16 armour) =9con cape=2.0 T3 cloak armor [Rare] Master While equipped: Stats +7 Str +9 Con dps ---------- Acc +20 (+4 eff.) Apr +3 ----- def ----- Armour +16 Defense +2 (+0 eff.) ---------- misc Stam/turn +2.00 Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Fulydig' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Melee Ret 2 physical ----- def ----- Defense +1 (+0 eff.) Resists +1% physical Mind.save +3 (+1 eff.) Max.HP +31.00 ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xuda (0 def, 0 armour) =5 mag robe=2.0 T1 cloth armor [Rare] Arcane While equipped: Stats +5 Mag +7 Wil dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) S.pwr/crit +7 Dmg.mod +18% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Resists +7% all Silence- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +8% blight +13% all Max.HP +79.00 HP.reg +4.70 Heal.mod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tempestshaper the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +1 Dex +1 Mag +3 Wil +2 Cun +1 Con dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +1 Resists +9% darkness Crit.chn- 5.00% Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +5 (+2 eff.) A pair of boots made of leather. |
Yaryldil (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Mag dps ---------- Res.pen +15% blight ----- def ----- Armour +3 Fatigue -7% Resists +24% acid +9% blight Crit.chn- 15.00% Phys.save +9 (+4 eff.) ---------- misc Max.enc +38 See.Invis +6 A pair of boots made of leather. |
pair of hardened leather boots 'Umbramalice' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Dex dps ---------- Dmg.mod +6% darkness Acc +15 (+3 eff.) ----- def ----- Armour +3 Resists +8% fire +12% darkness +8% cold ---------- misc Stam/turn +3.00 A pair of boots made of leather. |
Prismgrind (0 def, 2 armour) =12 mag gloves=1.0 T2 hands armor [Rare] Psionic While equipped: Stats +12 Mag dps ---------- Dmg.mod +6% light ----- def ----- Armour +2 HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +1.10 Max.mana +80.00 Max.stam +13.00 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Emuna' (5 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex +1 Cun +2 Con dps ---------- Crit.mult +20.00% Acc +22 (+5 eff.) ----- def ----- Armour +1 Defense +5 (+1 eff.) Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +6.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Porada the cashmere wizard hat (2 def, 0 armour) =6 mag hat=2.0 T3 head armor [Rare] Master While equipped: Stats +6 Mag +11 Wil dps ---------- Spell.pwr +20 (+13 eff.) Dmg.mod +12% acid Res.pen +10% acid ----- def ----- Defense +2 (+0 eff.) Phys.save +9 (+4 eff.) ---------- misc Mana/s.crit +2.00 Max.mana +60.00 A pointy cloth hat, very wizardly... |
Spidertouch (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +17% lightning +9% temporal +12% light +3% cold +6% nature Spell.save +3 (+3 eff.) Die.at -40.00 life Cut- +20% Pinning- +20% A cap made of leather. |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+15 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
7 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. |
619 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. |
6 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. |
5 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Blindwitch the iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Melee Ret 2 light ----- def ----- Armour +2 Defense +10 (+2 eff.) Resists +3% lightning +8% physical +6% blight While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cyralaith the Douroblivion1.0 T3 lite [Rare] Master While equipped: Stats +3 Mag +6 Con dps ---------- Melee Ret 2 darkness ----- def ----- Die.at -20.00 life ---------- misc Light +7 See.Invis +15 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Snowradiance'2.0 T1 lite [Rare] Nature While equipped: Stats +5 Str +4 Mag +3 Con dps ---------- Dmg.mod +6% cold Melee Ret 4 cold ----- def ----- Resists +9% fire Max.HP +45.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
5 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. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 339.20 fire damage (based on Magic). Uses 28 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+2 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 10 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 51 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
steel torque of gale force 'Ulfytar' [power 165] (12/9 cooldown) =5 mag charm=2.0 T2 torque charm [Rare] Psionic While equipped: Stats +5 Mag dps ---------- Phasing +20% ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Max.mana +100.00 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 165 physical damage 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. |
innervating yew totem of healing [power 254] (12/9 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 254 Puts all charms on 9 cooldown 100% to reduce fatigue by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
10 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. |
focusing elven-wood wand of shielding [power 338] (12/11 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 338 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of clairvoyance 'Dourquell' [power 12] (12/9 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +6 Dex +4 Mag dps ---------- Mind.crit +6% Melee Ret 8 darkness ----- def ----- Resists +9% darkness ---------- misc Infravis +3 Reveal the area around you, dispelling darkness (radius 12, power 37 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 9 cooldown 100% to heal for 69. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
5 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. |
7 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
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By BIG_PROBLEM the Cornac Rogue level 33
3rd Mirth 123rd year of Ascendancy at 02:20 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By BIG_PROBLEM the Cornac Rogue level 33
79th Pyre 123rd year of Ascendancy at 14:00 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By BIG_PROBLEM the Cornac Rogue level 36
3rd Flare 123rd year of Ascendancy at 23:34 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By BIG_PROBLEM the Cornac Rogue level 29
35th Pyre 123rd year of Ascendancy at 07:49 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By BIG_PROBLEM the Cornac Rogue level 8
6th Dusk 122nd year of Ascendancy at 10:53 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By BIG_PROBLEM the Cornac Rogue level 35
2nd Summertide 123rd year of Ascendancy at 06:39 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By BIG_PROBLEM the Cornac Rogue level 19
44th Haze 122nd year of Ascendancy at 20:16 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By BIG_PROBLEM the Cornac Rogue level 32
57th Pyre 123rd year of Ascendancy at 23:26 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 25
28th Regrowth 123rd year of Ascendancy at 11:11 see stats
Is that how it feels to be an escort quest?! (Nightmare (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By BIG_PROBLEM the Cornac Rogue level 31
51st Pyre 123rd year of Ascendancy at 18:39 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By BIG_PROBLEM the Cornac Rogue level 10
15th Dusk 122nd year of Ascendancy at 15:45 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By BIG_PROBLEM the Cornac Rogue level 20
44th Haze 122nd year of Ascendancy at 21:37 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By BIG_PROBLEM the Cornac Rogue level 30
35th Pyre 123rd year of Ascendancy at 17:04 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By BIG_PROBLEM the Cornac Rogue level 19
2nd Haze 122nd year of Ascendancy at 05:16 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By BIG_PROBLEM the Cornac Rogue level 25
26th Regrowth 123rd year of Ascendancy at 18:23 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By BIG_PROBLEM the Cornac Rogue level 35
2nd Summertide 123rd year of Ascendancy at 15:22 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By BIG_PROBLEM the Cornac Rogue level 8
12nd Dusk 122nd year of Ascendancy at 02:56 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 23
69th Haze 122nd year of Ascendancy at 09:47 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By BIG_PROBLEM the Cornac Rogue level 10
19th Dusk 122nd year of Ascendancy at 03:57 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By BIG_PROBLEM the Cornac Rogue level 22
68th Haze 122nd year of Ascendancy at 16:55 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By BIG_PROBLEM the Cornac Rogue level 27
4th Pyre 123rd year of Ascendancy at 04:20 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By BIG_PROBLEM the Cornac Rogue level 18
69th Dusk 122nd year of Ascendancy at 07:42 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By BIG_PROBLEM the Cornac Rogue level 36
7th Flare 123rd year of Ascendancy at 07:04 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By BIG_PROBLEM the Cornac Rogue level 32
78th Pyre 123rd year of Ascendancy at 15:11 see stats
Log
Ungolmor misses BIG_PROBLEM.
Belegakira the xhaiak arachnomancer casts Invoke Darkness.
Belegakira the xhaiak arachnomancer's spell attains critical power!
You unleash a blast of numbing darkness!
BIG_PROBLEM is weakened by the darkness!
Weaver matriarch uses Infusion: Wild.
Weaver matriarch lessens the pain.
Weaver matriarch retunes the fabric of spacetime.
Belegakira the xhaiak arachnomancer hits BIG_PROBLEM for (85 flat reduction), 79 darkness (79 total damage).
Endless Woes hits BIG_PROBLEM for (85 flat reduction), 299 darkness (299 total damage).
BIG_PROBLEM performs a melee critical strike against Weaver matriarch!
Blade Flurry performs a melee critical strike against Ungolmor!
Blade Flurry performs a melee critical strike against Ungolmor!
BIG_PROBLEM performs a melee critical strike against Weaver matriarch!
You notice a trap (Weaver young's sticky web)!
You notice a trap (Weaver matriarch's sticky web)!
Weaver matriarch misses BIG_PROBLEM.
Blade Flurry hits Ungolmor for 64 physical, 8 physical, 48 physical, 8 physical (128 total damage).
BIG_PROBLEM hits Weaver matriarch for 75 physical, 6 physical, 55 physical, 6 physical (143 total damage).
Weaver matriarch casts Time Shield.
The very fabric of time alters around weaver matriarch.
Weaver matriarch casts Swap.
BIG_PROBLEM resists the swap!
Ungolmor is not silenced anymore.
Ungolmor misses BIG_PROBLEM.
Weaver matriarch retunes the fabric of spacetime.
Weaver matriarch misses BIG_PROBLEM.
Belegakira the xhaiak arachnomancer's light area effect hits BIG_PROBLEM for (85 flat reduction), 52 light (52 total damage).
BIG_PROBLEM the level 36 cornac rogue was tanned to death by Belegakira the xhaiak arachnomancer on level 2 of Ardhungol.






































































































































