











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 | 24 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by Mayabeth the skeleton magus at level 24 on the 3rd Regrowth 123rd year of Ascendancy at 02:03 / 1 |
Primary Stats
| Strength | 31 (base 11) |
| Dexterity | 88 (base 49) |
| Constitution | 10 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 71 (base 54) |
Resources
| Life | -6/609 |
| Stamina | 87/217 |
| Healing Factor | 1.1400003099961 |
| Regeneration | 7.1250019374759 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 43.470336367031 |
| See Invisible | 46.470336367031 |
Offense: Mainhand
| Damage | 93 |
| Accuracy | 63 |
| Crit Chance | 32% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 50 |
| Accuracy | 63 |
| Crit Chance | 34% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| Temporal | +6% |
| All | 0% |
| Fire | +30% |
| Nature | +18% |
Offense: Damage Penetration
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 22 (49.007671158813%) |
| Defense | 61 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 22 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 3%( 74%) |
| All | 0%( 74%) |
| Physical | + 11%( 74%) |
| Fire | + 3%( 74%) |
| Nature | + 22%( 74%) |
Defense: Immunities
| Disarm Resistance | 42% |
| Pinning Resistance | 27% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 63% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 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 301 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: 15 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 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 216 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 471% 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. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Effects
| beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 24. | 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 black mamba head. * You've found the needed naga tongue. * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of squid ink. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed chunk of ghoul flesh. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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 within3 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 | Blazesting the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +4 Dex +1 Mag +6 Lck dps ---------- Dmg.mod +6% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Armour +1 Stealth +6 ---------- misc Light +1 See.Invis +3 A pair of boots made of leather. |
| Light source | brass lantern 'Poreta'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Acc +5 (+1 eff.) ----- def ----- Defense +15 (+3 eff.) Phys.save +3 (+1 eff.) Max.HP +41.00 ---------- misc Stam/turn +1.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | drakeskin leather cap 'Taintvein' (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +11 Str +6 Wil dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +6% temporal Res.pen +15% temporal On Hit (Melee): * 10% chance to slow global speed by 47% ----- def ----- Armour +5 Fatigue +5% Resists +19% nature +11% physical Phys.save +12 (+6 eff.) Spell.save +5 (+3 eff.) Max.HP +40.00 Heal.mod +14% Def/telep +10 Res/telep +10% Dur/telep +10% Skullcracker: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 155.6 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On hands | Betissra (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Str +8 Dex +3 Mag ----- def ----- Armour +2 Fatigue +3% HP.reg +4.00 ---------- misc Stam/turn +1.00 Max.stam +18.00 Infravis +2 Unarmed combat: Power 19.0 - 26.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | supercharged steel torque of psionic shield [power 63] (20/23 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 63 for 5 turns Puts all charms on 23 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +24.00 Disarm- +22% Pinning- +27% Knockbk- +23% Rings make your fingers look great! |
| Around neck | Duatheltouch0.1 T3 amulet jewelry [Random Unique] Master While equipped: Stats +4 Str +6 Dex +6 Wil dps ---------- Dmg.mod +12% darkness Melee Ret 4 acid 2 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +4 Defense +4 (+1 eff.) Fatigue -6% Res.Cap +4% all Phys.save +12 (+6 eff.) HP.reg +2.00 Amulets make your neck look great! |
| In main hand | 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 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
| 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 | Voremina the Swampbender (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Dmg.mod +18% nature +15% fire ----- def ----- Defense +1 (+0 eff.) Resists +3% acid +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Nimbusravage the hardened leather armour (9 def, 6 armour) =16 str +38hp=9.0 T3 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +3% nature Phys.save +6 (+3 eff.) Max.HP +36.00 Disease- +10% Disarm- +20% A suit of armour made of leather. |
Inventory
healing infusion (heal 53; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 53 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. |
movement infusion of the duelist (speed 716%; 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 716% 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. 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 617%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 617% 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 wizard (speed 518%; 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 518% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 200; 15 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 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 200 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; mental; dur 4; cd 16)0.1 infusion scroll [Normal] 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 cure yourself of one random mental effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
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. |
shatter afflictions rune of the sneak (absorb 123; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 123 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 109; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 109 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 406; dur 5; cd 18)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 406 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Amuthel the Glaciersting0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +2 Dex +1 Con dps ---------- Melee+ 7 light 7 darkness Dmg.mod +6% physical +7% light +8% darkness Res.pen +25% cold Acc +15 (+4 eff.) On Melee Ret: * 8% chance to reduce damage dealt by 17% * 7% chance to blind ---------- misc Max.stam +30.00 Amulets make your neck look great! |
Morbusedge =6 str neck=0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Str dps ---------- Res.pen +5% darkness +10% nature On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Resists +15% cold +6% fire Amulets make your neck look great! |
Starbile0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- S.pwr/crit +4 Dmg.mod +12% mind ----- def ----- Armour +5 Defense +6 (+1 eff.) Resists +9% mind Res.Cap +4% all Phys.save +13 (+6 eff.) ---------- misc Mana/turn +0.16 Light +2 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... |
copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
grounding copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets make your neck look great! |
insulating steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% fire +12% cold Amulets make your neck look great! |
stabilizing steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +14% temporal Pinning- +24% Knockbk- +25% Amulets make your neck look great! |
Mucusbrace0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun dps ---------- On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Defense +8 (+2 eff.) ---------- misc Equi/ret +0.08 Light +3 Rings make your fingers look great! |
conjurer's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+5 eff.) Rings make your fingers look great! |
marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
steel ring 'Duskbliss'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +30% darkness Res.pen +20% lightning +15% fire On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Defense +8 (+2 eff.) Rings make your fingers look great! |
steel ring 'Sunnight'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +2% Crit.mult +10.00% Dmg.mod +16% arcane Res.pen +20% light ----- def ----- Resists +13% arcane Teleport- +20% ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +7 ----- def ----- Defense +7 (+1 eff.) Disengage: Puts all charms on 8 cooldown Level 2.6 Pwr.cost 8 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! |
titan's steel ring of corrosion (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Phys.save +4 (+2 eff.) Rings make your fingers look great! |
treant's steel ring0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% nature +7% blight Poison- +10% Disease- +12% Rings make your fingers look great! |
warrior's gold ring of misery0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Cun +5 Str dps ---------- Melee+ 10 physical Ranged+ 11 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 21 On Hit (Ranged): * 13% chance to reduce all saves and defense by 21 ----- def ----- Armour +10 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
wizard's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +5 Mag ----- def ----- Spell.save +10 (+5 eff.) Blind- +23% ---------- misc Infravis +4 See.Stealth +6 See.Invis +8 Rings make your fingers look great! |
warbringer's steel battleaxe of persecution (18-27 power, 2 apr) =5 con sh=3.0 T2 battleaxe 2H weapon [Ego+] Disrupt/Master Power 18.0 - 27.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Against +9% Unnatural While equipped: Stats +2 Wil +5 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +7% physical ----- def ----- Disarm- +15% Massive two-handed battleaxes. |
Bleakbrand (22-29 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Psionic Power 22.0 - 28.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +2 Cun +3 Con ----- def ----- Resists +6% darkness ---------- misc Infravis +3 Sharp, short and deadly. |
Gorulathadar the Dourfame (14-19 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Nature Power 14.5 - 18.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 darkness +7 nature On Hit: * 10% chance to reduce damage dealt by 17% While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +10% lightning ----- def ----- Resists +6% lightning +12% temporal Sharp, short and deadly. |
Islalevena the Lightningmortal (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Psionic Power 18.0 - 23.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +6 mind On Hit.r1 +4 lightning +8 acid On Hit: * 11% chance to reduce all saves and defense by 21 While equipped: Stats +3 Cun +3 Wil dps ---------- Res.pen +5% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Resists +12% acid Sharp, short and deadly. |
Isutha the iron dagger (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 darkness Against +7% Living While equipped: ----- def ----- Mind.save +12 (+6 eff.) Max.HP +20.00 Silence- +10% Pinning- +20% Sharp, short and deadly. |
Umbral Razor (25-32 power, 10 apr)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 +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 15 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 64.35 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. |
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. |
balanced steel dagger of crippling (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master 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 Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Acc +6 (+2 eff.) ----- def ----- Defense +6 (+1 eff.) Disarm- +20% Sharp, short and deadly. |
arcing steel longsword (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 21 damage Sharp, long, and deadly. |
iron mace 'Demontickler' (16-23 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 16.5 - 23.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% darkness ----- def ----- Armour +6 Defense +20 (+5 eff.) HP.reg +2.00 Blunt and deadly. |
Malodedulen the Jetworth (4-4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 7 mind 6 darkness Dmg.mod +4% mind +4% darkness +15% arcane Res.pen +25% arcane On Hit (Melee): * 20% chance to reduce damage dealt by 17% ---------- misc Infravis +2 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. |
blurring rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +10 (+2 eff.) Resists +6% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Gossra' =21% lightning resist=1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Defense +5 (+1 eff.) Resists +21% lightning +6% temporal +1% physical +3% acid Heal.mod +10% A belt that goes around your waist. |
Zurain (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Con dps ---------- Mind.crit +2% Dmg.mod +3% mind ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +3% mind +11% cold ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Demonspar' (2 def, 0 armour) =3 mag cloak=2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Dmg.mod +21% mind Res.pen +10% darkness Melee Ret 4 mind 2 fire ----- def ----- Defense +2 (+0 eff.) Resists +9% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Armotar (10 def, 14 armour)2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Phys.crit +1.0% Spell.crit +3% Spell.pwr +3 (+3 eff.) ----- def ----- Armour +14 Defense +10 (+2 eff.) Resists +3% acid +7% all Spell.save +16 (+8 eff.) Die.at -20.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +4 (+3 eff.) Dmg.mod +6% acid +8% physical +11% temporal +10% fire +13% arcane +6% cold ----- def ----- Resists +10% acid +10% physical +12% fire +13% cold +9% all ---------- misc Max.mana +29.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Murkreek (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% arcane +6% darkness ----- def ----- Armour +1 Resists +6% fire +5% arcane +6% cold ---------- misc Mana/turn +0.04 A pair of boots made of leather. |
Torchhacker (0 def, 1 armour) =+22 enc=2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex ----- def ----- Armour +1 Fatigue -5% Resists +2% physical +3% fire Phys.save +11 (+5 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
Xeraba (0 def, 1 armour) =21% Stun/frz=2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% acid +6% blight Res.pen +5% acid +15% temporal On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 10 ----- def ----- Armour +1 Resists +6% blight Silence- +21% Confus- +21% Stun/Frz- +21% A pair of boots made of leather. |
Rootmark the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +3 Dex +1 Mag +1 Wil +3 Con dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +2 Resists +6% nature Phys.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Disarm- +29% ---------- misc See.Invis +6 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves (0 def, 6 armour)1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +6 Mind.save +7 (+4 eff.) Max.HP +45.00 Unarmed combat: Power 23.0 - 25.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +5 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. |
restful hardened leather gloves of magic (+3) (0 def, 2 armour) =3 mag gloves=1.0 T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 HP.reg +2.00 ---------- misc Stam/turn +1.00 Max.stam +17.00 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 arcane On Crit.r2 +7 arcane On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Earyrab the Nighttrencher (0 def, 1 armour) =water=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +1 Fatigue +1% Resists +3% darkness +7% cold ---------- misc Hate/m.crit +2.00 Breathe water A cap made of leather. |
Gotha the rough leather cap (0 def, 1 armour) =3 con hat=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +3% acid ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +3% darkness ---------- misc Equi/ret +0.12 Max.psi +20.00 A cap made of leather. |
Strikepall (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% lightning +11% light +3% acid Res.pen +5% acid +10% cold ----- def ----- Defense +1 (+0 eff.) Resists +9% lightning +6% cold +16% light A pointy cloth hat, very wizardly... |
linen wizard hat 'Glarevalor' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +11% fire ----- def ----- Defense +1 (+0 eff.) Resists +3% cold +16% fire Spell.save +3 (+2 eff.) Max.HP +40.00 Disarm- +10% Stun/Frz- +20% ---------- misc Light +1 A pointy cloth hat, very wizardly... |
shielding linen wizard hat of the sentry (1 def, 0 armour) =3 mag hat=2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Defense +1 (+0 eff.) Spell.save +5 (+3 eff.) ---------- misc Infravis +4 See.Stealth +6 See.Invis +5 Circle of Warding: (Instant) Puts all charms on 29 cooldown Level 3.0 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 16% and attempts to push all creatures other than yourself out of its radius, inflicting 3.10 light damage and 3.47 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Nature's Blessing (8 def, 6 armour) =25% Stun/frz=9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 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. |
Bokoderach the Eclipseweeper (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Arcane While equipped: Stats +5 Con dps ---------- Dmg.mod +9% blight ----- def ----- Armour +9 Fatigue +22% Resists +20% blight +17% temporal +6% darkness A suit of armour made of metal plates. |
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. |
182 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. |
2 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. |
4 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Belayath the dwarven-steel pickaxe (dig speed 9 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Cun +2 Str dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +9 Defense +6 (+1 eff.) Resists +7% physical Crit.chn- 15.00% Phys.save +8 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+4 eff.) Max.HP +50.00 Disease- +10% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Brightblack'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% fire Melee Ret 2 lightning On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% blight +3% fire Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
preserving alchemist's lamp =3 con lamp=1.0 T3 lite [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Resists +7% blight HP.reg +5.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 145 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. |
Loamransom [power 1] (20/18 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 47% ----- def ----- Resists +3% blight +6% darkness +6% mind Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of clear mind 'Cuthentir' [power 2] (20/18 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +3% acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% darkness +3% fire ---------- misc Max.hate +2.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 18 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 110] (20/11 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown Torques are made by powerful psionics to store psionic powers. |
stralite torque of mindblast [power 280] (20/11 cooldown)2.0 T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 280 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown Torques are made by powerful psionics to store psionic powers. |
Boltstun [power 278] (20/11 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +1 Cun +3 Wil dps ---------- Melee Ret 6 lightning ----- def ----- Resists +9% fire Spell.save +3 (+2 eff.) Heal yourself and all friendly characters within 10 spaces for 278 Puts all charms on 11 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
7 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. |
Aeregar [power 122] (20/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +9% temporal +2% physical +6% light +5% arcane Spell.save +15 (+8 eff.) Create a shield absorbing up to 122 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. |
2 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. |
4 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. |
9 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
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By BIG_PROBLEM the Cornac Rogue level 8
8th Mirth 122nd year of Ascendancy at 05:29 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By BIG_PROBLEM the Cornac Rogue level 20
69th Dusk 122nd year of Ascendancy at 23:15 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 Allure 123rd year of Ascendancy at 12:03 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By BIG_PROBLEM the Cornac Rogue level 10
6th Flare 122nd year of Ascendancy at 00:45 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By BIG_PROBLEM the Cornac Rogue level 20
68th Dusk 122nd year of Ascendancy at 19:00 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By BIG_PROBLEM the Cornac Rogue level 21
7th Haze 122nd year of Ascendancy at 04:03 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By BIG_PROBLEM the Cornac Rogue level 20
70th Dusk 122nd year of Ascendancy at 00:33 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By BIG_PROBLEM the Cornac Rogue level 8
2nd Flare 122nd year of Ascendancy at 15:24 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
61st Haze 122nd year of Ascendancy at 17:51 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By BIG_PROBLEM the Cornac Rogue level 17
56th Dusk 122nd year of Ascendancy at 14:07 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By BIG_PROBLEM the Cornac Rogue level 22
60th Haze 122nd year of Ascendancy at 23:46 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By BIG_PROBLEM the Cornac Rogue level 17
58th Dusk 122nd year of Ascendancy at 21:25 see stats
Log
Mayabeth the skeleton magus turns into a wraith.
Mayabeth the skeleton magus receives 145 healing.
Lava floor heals Mayabeth the skeleton magus!
Mayabeth the skeleton magus casts Drain.
BIG_PROBLEM reacts to damage from Mayabeth the skeleton magus, mitigating the blow!.
Mayabeth the skeleton magus receives 145 healing.
Mayabeth the skeleton magus hits BIG_PROBLEM for (63 flat reduction), (40 reacted , -4 stam), 126 blight (126 total damage).
Lava floor burns BIG_PROBLEM!
LIFE LOST WARNING!
Mayabeth the skeleton magus hits BIG_PROBLEM for (63 flat reduction), 71 fire (71 total damage).
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
BIG_PROBLEM uses Infusion: Wild.
BIG_PROBLEM lessens the pain.
Infusion: Movement is still on cooldown for 9 turns.
BIG_PROBLEM uses Infusion: Regeneration.
BIG_PROBLEM starts regenerating health quickly.
Decrepitude Disease from Mayabeth the skeleton magus hits BIG_PROBLEM for (31 flat reduction), 0 blight (0 total damage).
Lava floor heals Mayabeth the skeleton magus!
Mayabeth the skeleton magus casts Soul Rot.
Mayabeth the skeleton magus's spell attains critical power!
Mayabeth the skeleton magus receives 145 healing.
BIG_PROBLEM reacts to damage from Mayabeth the skeleton magus's Soul Rot, mitigating the blow!.
Mayabeth the skeleton magus deactivates Fearscape.
Mayabeth the skeleton magus's Soul Rot hits BIG_PROBLEM for (63 flat reduction), (52 reacted , -4 stam), 165 blight (165 total damage).
BIG_PROBLEM the level 24 cornac rogue was tainted to death by Mayabeth the skeleton magus on level 1 of Fearscape.
You are brought back from the Fearscape!
You end your Shadow Dance.




















































































































