












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/Buyers bonus! 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.
Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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. 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 Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. Automatic Talent Gambits (Improved) 1.5.10(Original addon by Alzrius) Allows customization of automatic talent usage in the style of FF XII gambits. Additional functionality: |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Drem |
Class | Rogue |
Level / Exp | 34 / 79% |
Size | medium |
Lifes / Deaths | Killed by The Master at level 34 on the 5th Steel 124th year of Ascendancy at 06:47 / 1 |
Primary Stats
Strength | 44 (base 11) |
Dexterity | 85 (base 60) |
Constitution | 39 (base 23) |
Magic | 32 (base 10) |
Willpower | 28 (base 10) |
Cunning | 79 (base 60) |
Resources
Life | -251/869 |
Mana | 248/388 |
Stamina | 0/274 |
Healing Factor | 1.3662543368031 |
Regeneration | 9.9053439418227 |
Speed
Mental | +2.2204460492503E-14% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +107% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 57.350416095169 |
See Invisible | 56.350416095169 |
Offense: Mainhand
Damage | 43 |
Accuracy | 62 |
Crit Chance | 28% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | 70 |
Accuracy | 62 |
Crit Chance | 35% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +23% |
Physical | +16% |
Arcane | +11% |
Fire | +9% |
All | +6% |
Offense: Damage Penetration
Lightning | +28% |
Light | +18% |
Nature | +18% |
Blight | +23% |
Acid | +15% |
Fire | +42% |
All | +8% |
Defense: Base
Armour (hardiness) | 28 (38.594633868923%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 47 |
Mental Save | 45 |
Defense: Resistances
Lightning | + 64%( 70%) |
Light | + 28%( 70%) |
Temporal | + 33%( 70%) |
Arcane | + 24%( 70%) |
Fire | + 20%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Silence Resistance | 30% |
Confusion Resistance | 20% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 143 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
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 212 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 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 358 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Fuck Shadowblade. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 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 Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by orc cryomancer. Escort: temporal explorer (level 8 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed storm wyrm claw. * 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: * You've found the needed xorn fragment. * You've found the needed giant spider spinneret. * You've found the needed black mamba head. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. 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 vial of fire wyrm saliva. * You've found the needed vial of greater demon bile. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 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 | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +12 Str +2 Mag +3 Con dps ---------- Spell.pwr +15 (+5 eff.) Phasing +20% ----- def ----- Armour +3 ---------- misc Light +3 Rush: Puts all charms on 21 cooldown Level 2.6 Pwr.cost 21 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Quiver | ![]() 3.0 T4 arrow ammo [Random Unique] Nature/Master Power 60.5 - 84.7 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +17.5% Capacity 51 Ranged+ +20 mind +27 cold On Crit.r2 +12 mind +18 cold On Hit: * 20% chance to reduce all saves and defense by 27 On Crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Psionic While equipped: ----- def ----- Defense +20 (+5 eff.) Resists +21% lightning +6% temporal +15% light Mind.save +10 (+3 eff.) HP.reg +4.00 Heal.mod +15% Confus- +20% ---------- misc Light +4 See.Stealth +12 See.Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Str +4 Dex +6 Mag +5 Wil dps ---------- Phys.crit +2.0% Phys.pwr +19 (+7 eff.) Spell.pwr +4 (+2 eff.) Melee+ 10 arcane Dmg.mod +5% arcane Res.pen +15% fire Acc +25 (+7 eff.) On Melee Ret: * 25% chance to reduce strength, dexterity, and constitution by 23 * 30% chance to reduce damage dealt by 22% ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +15.00% Phys.pwr +25 (+8 eff.) Melee Ret 10 mind ----- def ----- Resists +5% arcane ---------- misc Max.stam +30.00 Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 21 cooldown 100% to reduce fatigue by 34% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Phys.pwr +13 (+5 eff.) Spell.pwr +23 (+8 eff.) Mind.pwr +16 (+5 eff.) Dmg.mod +17% lightning +3% fire +6% all Res.pen +20% lightning Melee Ret 2 fire ----- def ----- Resists +34% lightning +6% fire Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Crit.chn- 15.00% Phys.save +10 (+3 eff.) Spell.save +29 (+10 eff.) Mind.save +16 (+5 eff.) Disease- +20% Disarm- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +7 Dex +3 Mag +7 Cun +7 Con dps ---------- S.pwr/crit +8 Mov.spd +10% Res.pen +15% blight +10% light ----- def ----- Fatigue -7% Spell.save +12 (+4 eff.) HP.reg +3.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 mace 1H weapon [Ego++] Nature/Master Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit.r2 +12 acid +10 nature While equipped: dps ---------- Res.pen +7% acid +10% nature +8% all Acc +9 (+3 eff.) Apr +13 Blunt and deadly. |
Around waist | ![]() 1.0 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 | ![]() 1.0 T4 dagger 1H weapon [Rare] Nature Power 30.5 - 39.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +12 darkness On Crit.r2 +41 fire While equipped: dps ---------- All.spd +7% Res.pen +19% fire ----- def ----- Defense +25 (+6 eff.) Resists +3% lightning +15% temporal Phys.save +6 (+2 eff.) Spell.save +9 (+3 eff.) Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+1 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.6 Pwr.cost 41 out of 14/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 30 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Main armor | ![]() 9.0 T4 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +9 Str +10 Dex +5 Mag +5 Wil +7 Cun ----- def ----- Armour +7 Defense +14 (+4 eff.) Fatigue +8% Phys.save +9 (+3 eff.) Max.HP +49.00 A suit of armour made of leather. |
Inventory
![]() 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 664% 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. |
![]() 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 560% 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. |
![]() 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 Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 349 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. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 356 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. Press to compare to your current inscriptions |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 277.72 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 16% all resistance, you move 48% faster, and you are invisible (power 13). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck +2 Wil dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Unseen.red 11% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% lightning Acc +6 (+2 eff.) Apr +3 ----- def ----- Defense +5 (+1 eff.) Resists +3% temporal Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +5 Cun dps ---------- Dmg.mod +15% acid +11% fire Res.pen +15% mind ----- def ----- Resists +22% fire ---------- misc Max.hate +4.00 Max.psi +30.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Fatigue -5% Resists +22% lightning ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 41 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. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +15% darkness Melee Ret 8 nature On Hit (Melee): * 20% chance to slow global speed by 54% * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +3% nature Phys.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.08 cold and 13.22 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun +6 Dex dps ---------- Dmg.mod +12% lightning Acc +8 (+2 eff.) ----- def ----- Resists +24% lightning Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Con ----- def ----- Resists +26% acid +20% fire +12% lightning +17% cold Spell.save +14 (+5 eff.) ---------- misc Max.stam +21.00 Rings make your fingers look great! |
![]() 5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +4% Crit.mult +20.00% Phys.pwr +7 (+3 eff.) Spell.pwr +15 (+5 eff.) S.pwr/crit +2 Melee+ 18 fire Dmg.mod +15% lightning +3% acid Acc +6 (+2 eff.) ----- def ----- Resists +6% lightning +6% light +5% arcane ---------- misc See.Invis +5 Talents +1 Command Staff This staff offers 15% bonus to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Master Power 55.0 - 82.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +8 arcane While equipped: Stats +9 Mag +7 Wil dps ---------- Res.pen +20% nature ---------- misc See.Invis +6 Massive two-handed mauls. |
![]() 3.0 T3 longsword 1H weapon [Ego++] Arcane/Master Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 3 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 23 While equipped: dps ---------- Res.pen +8% all Acc +5 (+2 eff.) Apr +6 ----- def ----- Disease- +14% Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Ego++] Nature/Master Power 34.0 - 47.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +23 acid +13 nature On Crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +8 (+3 eff.) Res.pen +14% acid +16% nature Apr +10 Sharp, long, and deadly. |
![]() 3.0 T4 mace 1H weapon [Random Unique] Nature/Psionic Power 36.0 - 50.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +11 nature On Crit.r2 +53 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +3 Str dps ---------- Crit.mult +20.00% All.spd +6% Res.pen +12% fire Apr +2 ----- def ----- Defense +10 (+3 eff.) Disease- +15% ---------- misc Light +1 Blunt and deadly. It was changed by the digestive sack. |
![]() 3.0 T4 mace 1H weapon [Ego++] Nature/Psionic Power 35.5 - 49.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +7 Str +5 Dex +10 Mag +9 Wil +6 Cun +9 Con Blunt and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Nature/Psionic Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 nature On Crit.r2 +11 acid +9 nature +8 light 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 +9% acid +8% nature Apr +5 ----- def ----- Resists +3% acid HP.reg +4.00 Pinning- +20% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Master Power 30.0 - 42.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% nature Res.pen +10% fire +5% physical +25% light +9% all Acc +22 (+6 eff.) Apr +15 ----- def ----- Resists +3% nature ---------- misc Light +3 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Nature Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Con +7 Wil ----- def ----- Max.HP +26.00 One-handed war axes. |
![]() 1.0 T1 dagger 1H weapon [Ego] Master 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% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +20% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego] Master Power 15.0 - 19.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +21% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego] Arcane 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 temporal While equipped: ----- def ----- Resists +6% temporal Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 11.5 - 15.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 darkness Against +7% Living On Hit.r1 +12 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +9% fire Res.pen +15% fire Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 19.0 - 24.7 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: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 17.5 - 22.8 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.r1 +7 fire Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego++] Nature/Master Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Con +7 Wil dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +6% physical ----- def ----- Max.HP +19.00 Disarm- +10% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Rare] Master Power 37.5 - 48.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +15 (+5 eff.) Res.pen +15% arcane ----- def ----- Resists +15% mind ---------- misc Mana/turn +0.28 Sharp, short and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +7 (+2 eff.) Acc +20 (+5 eff.) Melee Ret 8 light ----- def ----- Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.70 Psi/ret +0.08 Max.stam +30.00 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. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Cun dps ---------- Crit.mult +20.00% Dmg.mod +12% nature Res.pen +10% mind ----- def ----- Armour +4 Fatigue +8% Resists +17% fire ---------- misc Hate/m.crit +1.00 Talents +1 Block Handheld deflection devices. |
![]() 9.0 T3 light armor [Random Unique] Nature/Master While equipped: dps ---------- Melee+ 7 fire Ranged+ 6 fire Dmg.mod +9% acid Res.pen +5% acid ----- def ----- Armour +12 Defense +9 (+2 eff.) Fatigue +8% Resists +15% lightning +13% physical +6% light +10% blight +18% fire Max.HP +30.00 HP.reg +1.00 Heal.mod +12% A suit of armour made of leather. It was hardened by the digestive sack. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 T4 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Crit.mult +10.00% Dmg.mod +9% mind Melee Ret 2 blight On Melee Ret: * 28% chance to reduce strength, dexterity, and constitution by 23 * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +13 Defense +19 (+5 eff.) Fatigue +8% Resists +17% blight +16% darkness +17% lightning Mind.save +15 (+5 eff.) ---------- misc Max.hate +4.00 Light +1 A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +5 Con dps ---------- Dmg.mod +6% fire Res.pen +10% temporal ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +6% Crit.chn- 10.00% Phys.save +9 (+3 eff.) ---------- misc Light +3 A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego+] Master While equipped: Stats +5 Str ----- def ----- Armour +21 Fatigue +22% Resists +13% darkness +8% physical ---------- misc Light +2 Track: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 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. |
![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +4 Mag ---------- misc Mana/turn +0.29 Max.mana +37.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Wil +2 Con dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +3% arcane ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane ---------- misc Hate/m.crit +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Dex +1 Mag dps ---------- Phys.crit +7.0% Phys.pwr +2 (+1 eff.) Dmg.mod +9% blight Phasing +20% ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue -4% Spell.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +15% temporal Melee Ret 6 temporal On Hit (Melee): * 10% chance to reduce armor by 33% ----- def ----- Armour +3 Resists +6% temporal HP.reg +3.00 Heal.mod +10% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +7% acid +6% blight ----- def ----- Armour +3 Disease- +30% ---------- misc Stam/turn +0.50 Max.stam +11.00 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: dps ---------- Res.pen +20% light +5% acid On Hit (Melee): * 10% chance to reduce damage dealt by 22% * 10% chance to reduce armor by 33% ----- def ----- Armour +5 Resists +3% acid Mind.save +10 (+3 eff.) Max.HP +45.00 ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Rare] Master While equipped: Stats +6 Con dps ---------- Spell.crit +2% Dmg.mod +21% arcane +12% physical Apr +2 ----- def ----- Armour +3 Phys.save +29 (+9 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +39% ---------- misc Max.mana +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +6 Con ----- def ----- Armour +7 Hardiness +6% Fatigue +1% Resists +5% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Con dps ---------- Dmg.mod +9% arcane ----- def ----- Defense +2 (+1 eff.) Shield.pwr +5% HP.reg +3.10 Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 5.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Con dps ---------- Dmg.mod +8% arcane ----- def ----- Defense +2 (+1 eff.) Shield.pwr +7% HP.reg +2.00 Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 5.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego] Arcane/Nature While equipped: dps ---------- Dmg.mod +11% arcane +13% physical ----- def ----- Defense +2 (+1 eff.) Resists +13% physical ---------- misc Max.mana +18.00 A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex +6 Con dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue +4% ---------- misc Stam/ret +1.00 Equi/ret +1.60 Max.stam +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind +12% temporal Res.pen +10% lightning ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +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. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+1 eff.) Heal.mod +12% ---------- 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. |
![]() 1.0 T3 lite [Normal] While equipped: ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) ----- def ----- Resists +9% blight +7% darkness ---------- misc Light +7 Infravis +4 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 25 blight damage or heals 36 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Melee Ret 13 fire ----- def ----- Resists +8% blight +6% fire +9% darkness ---------- misc Light +4 Infravis +3 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 22 blight damage or heals 31 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 157 for 5 turns Puts all charms on 27 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +3% acid +6% cold +6% darkness Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 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. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Fuck Shadowblade the Drem Rogue level 19
10th Loss 122nd year of Ascendancy at 03:33 see stats
By Fuck Shadowblade the Drem Rogue level 9
9th Profit 122nd year of Ascendancy at 00:05 see stats
By Fuck Shadowblade the Drem Rogue level 18
8th Loss 122nd year of Ascendancy at 09:01 see stats
By Fuck Shadowblade the Drem Rogue level 32
17th Iron 124th year of Ascendancy at 10:43 see stats
By Fuck Shadowblade the Drem Rogue level 10
25th Profit 122nd year of Ascendancy at 21:39 see stats
By Fuck Shadowblade the Drem Rogue level 20
11st Loss 122nd year of Ascendancy at 00:43 see stats
By Fuck Shadowblade the Drem Rogue level 30
21st Shortage 123rd year of Ascendancy at 12:36 see stats
By Fuck Shadowblade the Drem Rogue level 18
40th Dearth 122nd year of Ascendancy at 15:50 see stats
By Fuck Shadowblade the Drem Rogue level 34
5th Steel 124th year of Ascendancy at 01:54 see stats
By Fuck Shadowblade the Drem Rogue level 28
23rd Profit 123rd year of Ascendancy at 15:28 see stats
By Fuck Shadowblade the Drem Rogue level 10
25th Profit 122nd year of Ascendancy at 22:37 see stats
By Fuck Shadowblade the Drem Rogue level 26
31st Stralite 123rd year of Ascendancy at 07:35 see stats
By Fuck Shadowblade the Drem Rogue level 20
2nd Iron 123rd year of Ascendancy at 07:51 see stats
By Fuck Shadowblade the Drem Rogue level 13
36th Profit 122nd year of Ascendancy at 08:12 see stats
By Fuck Shadowblade the Drem Rogue level 20
1st Iron 123rd year of Ascendancy at 19:43 see stats
By Fuck Shadowblade the Drem Rogue level 28
9th Profit 123rd year of Ascendancy at 19:18 see stats
By Fuck Shadowblade the Drem Rogue level 19
9th Loss 122nd year of Ascendancy at 17:38 see stats
By Fuck Shadowblade the Drem Rogue level 24
13rd Gold 123rd year of Ascendancy at 10:04 see stats
Log
Armoured skeleton warrior uses Bone Armour.
A shield forms around armoured skeleton warrior.
Spikes of Decrepitude hits Fuck Shadowblade for 16 cold, 16 darkness (31 total damage).
Skeleton mage casts Manathrust.
Fuck Shadowblade reacts to damage from Skeleton mage, mitigating the blow!.
Skeleton mage hits Armoured skeleton warrior for 0 arcane damage.
Skeleton mage hits Armoured skeleton warrior for 0 arcane damage.
Skeleton mage hits Fuck Shadowblade for (56 reacted , -5 stam), 93 arcane (93 total damage).
Fuck Shadowblade uses Throwing Knives.
Fuck Shadowblade uses Throwing Knives.
Vulnerability Poison from Fuck Shadowblade hits Skeleton master archer for (20 absorbed), 5 arcane (5 total damage).
Fuck Shadowblade's Throwing Knife hits Armoured skeleton warrior for (113 absorbed), 28 physical, (7 absorbed), 2 arcane (30 total damage).
The Master casts Black Ice.
The Master's spell attains critical power!
Fuck Shadowblade shrugs off the effect 'Black Ice'!
Weakness Disease from The Master hits Fuck Shadowblade for 9 blight damage.
The Master hits Fuck Shadowblade for 128 cold damage.
The Master's loses some focus.
Spikes of Decrepitude hits Fuck Shadowblade for 16 cold, 16 darkness (31 total damage).
Lord of Skulls (warrior) drops its additional bones.
Lord of Skulls (warrior) casts Rune: Blink.
Lord of Skulls (warrior) is out of phase.
Skeleton master archer is no longer magically poisoned.
The Master casts Freeze.
The Master's spell attains critical power!
Fuck Shadowblade reacts to damage from The Master, mitigating the blow!.
The Master hits Fuck Shadowblade for (125 reacted , -5 stam), 215 cold (215 total damage).
Fuck Shadowblade the level 34 drem rogue was cooled to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.