










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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. 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Skeleton |
| Class | Writhing One |
| Level / Exp | 35 / 12% |
| Size | medium |
| Lifes / Deaths | Killed by searing horror at level 33 on the 1st Wintertide 124th year of Ascendancy at 05:39 / 2Killed by corrupted vampire lord at level 35 on the 6th Allure 124th year of Ascendancy at 11:28 |
Primary Stats
| Strength | 62 (base 30) |
| Dexterity | 61 (base 30) |
| Constitution | 38 (base 32) |
| Magic | 73 (base 60) |
| Willpower | 21 (base 11) |
| Cunning | 38 (base 11) |
Resources
| Life | -296/1019 |
| Insanity | 55/100 |
| Healing Factor | 1.3602122670883 |
| Regeneration | 0.34005306677208 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32.44168646096% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 33.415410021227 |
| See Invisible | 33.415410021227 |
Offense: Mainhand
| Damage | 185 |
| Accuracy | 52 |
| Crit Chance | 33% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 67 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +45% |
| Light | +6% |
| Blight | +18% |
| Arcane | +9% |
| Fire | +20% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Physical | +15% |
| Temporal | +25% |
| Lightning | +20% |
| Arcane | +53% |
| Fire | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 27 (30%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 11 |
| Physical Save | 35 |
| Spell Save | 33 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 32%( 70%) |
| All | + 8%( 70%) |
| Lightning | + 45%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 16%( 70%) |
| Physical | + 19%( 70%) |
| Fire | + 68%( 70%) |
| Darkness | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 444 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 82 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 190.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 3 up to 6 times. Its effects scale with your Magic stat. |
Class Talents
| Demented / Friend of the worm | 1.52 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Disfigured face | 1.52 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. You should bring it to the elders of Last Hope in the southeast. | active |
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 lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by skeleton master archer. Escort: lost warrior (level 6 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by vampire. Escort: repented thief (level 7 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 169. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. 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 has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 |
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 within20 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Alurentir the Deepspride (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +9% darkness Ignore resists +10% darkness When Hit 2 arcane defense ------ Armor +1 Resistance +6% lightning +9% temporal +3% darkness A pair of boots made of leather. |
| Light source | Belychik1.0 Encumbrance T3 lite [Rare] Arcane While equipped: offense ------ When Hit 22 fire defense ------ Defense +30 (+9 eff.) Resistance +6% acid +8% fire +9% light +9% darkness Spell save +15 (+7 eff.) Life +60.00 Healmod +15% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Shadetreason (0 def, 6 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Damage +18% darkness Ignore resists +10% darkness +10% lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Armor +6 Fatigue +3% other ------- Light +3 Infravision +3 A cap made of leather. |
| Tool | Cut Drem Arm2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
| On fingers | stralite quartz ring0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +7 Wil +12 Cun offense ------ Spellpower +12 (+3 eff.) Mindpower +13 (+6 eff.) Ignore resists +25% arcane Accuracy +13 (+4 eff.) Ignore Armor +13 defense ------ Defense +13 (+4 eff.) Resistance +5% arcane Stun Resist +30% Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 117% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +7 Str +6 Con offense ------ Physical Power +8 (+1 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
| Around waist | insulating hardened leather belt of dampening1.0 Encumbrance T3 belt armor [Ego+] Nature/Master While equipped: defense ------ Resistance +7% acid +15% fire +6% lightning +14% cold A belt that goes around your waist. |
| In main hand | Morrigor (50-70 power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 50.0 - 70.0 Physical Uses 110% Mag, 60% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 39.78 arcane and 52.94 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+6 eff.) other ------- Talents +1 Soul Purge Phase Door: Effective talent level: 3.0 Power cost 10 out of 12/12. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 13 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 2). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
| On hands | cinder drakeskin leather gloves of war-making (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Nature/Master While equipped: offense ------ Physical Crit +11.0% Spell Crit +10% Mind Crit +13% Critical power +10.00% On-Hit 9 fire Damage +5% fire defense ------ Armor +3 Resistance +7% fire 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. |
| Main armor | Unrurek (20 def, 13 armour)9.0 Encumbrance T4 light armor [Random Unique] Nature/Master While equipped: Stats +7 Cun +7 Dex offense ------ Spellpower +20 (+5 eff.) Mindpower +9 (+5 eff.) Ignore resists +20% arcane defense ------ Armor +13 Defense +20 (+7 eff.) Fatigue +8% Resistance +16% acid +12% physical +13% lightning +35% fire +5% arcane +12% cold other ------- Max mana +60.00 A suit of armour made of leather. |
| Cloak | Gereth the Chargespar (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: offense ------ Spell Crit +5% Critical power +19.00% Spellpower +6 (+2 eff.) Damage +9% arcane +15% fire Ignore resists +10% lightning +25% temporal +8% arcane +25% fire When Hit 4 lightning 4 temporal defense ------ Defense +2 (+1 eff.) Resistance +15% lightning Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max mana +55.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Glitterblood the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Damage +6% light Ignore resists +15% physical defense ------ Armor +4 Resistance +5% arcane Physical save +15 (+6 eff.) other ------- Stamina/turn +2.00 Max stamina +10.00 Masteries +0.22 Demented/Disfigured face +0.22 Demented/Friend of the worm Amulets make your neck look great! |
Inventory
regeneration infusion (heal 154; 14 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 154 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 16%; physical; dur 4; cd 16)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 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 16% 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. |
blink rune (range 5; phase 12; cd 13)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (234.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 234.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; physical, temporal, arcane, nature)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 5 temporal, 5 arcane, 3 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 88; dur 4; cd 21)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 88.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Frostsin the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +6 Mag +7 Cun +7 Con offense ------ Move Speed +10% Damage +12% mind When Hit 6 cold defense ------ Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +0.70 Amulets make your neck look great! |
steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
steel amulet 'Blackhue'0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 19% * 20% chance to reduce all saves and defense by 23 defense ------ Resistance +30% cold +6% fire +5% arcane +12% nature other ------- Masteries +0.21 Demented/Path of horror Amulets make your neck look great! |
savior's gold amulet of cunning (+7)0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +7 Cun defense ------ Physical save +11 (+5 eff.) Spell save +10 (+5 eff.) Mind save +14 (+7 eff.) Amulets make your neck look great! |
copper quartz ring0.1 Encumbrance T1 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +14 (+4 eff.) Ignore Armor +8 defense ------ Defense +8 (+3 eff.) Stun Resist +30% Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 117% 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! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
marksman's copper ring of time (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Damage +10% temporal Accuracy +6 (+2 eff.) defense ------ Resistance +10% temporal Rings make your fingers look great! |
Brandripper the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +28% fire Ignore resists +25% mind defense ------ Resistance +20% fire Healmod +20% Stun Resist +20% Rings make your fingers look great! |
Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+6 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 41 out of 50/50. Range 7 Cooldown: 6 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. |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.10 cold and 10.10 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. |
Bleakpain0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +9 Str +9 Dex offense ------ Ignore resists +10% darkness +25% arcane On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Crit Resistance 10.00% Silence Resist +31% other ------- Mana/turn +0.25 Rings make your fingers look great! |
Venomblast0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +12% acid +6% nature When Hit 4 nature defense ------ Resistance +3% lightning Unlife -60.00 life Life Regen +2.00 Blind Resist +25% other ------- Infravision +4 See Stealth +16 See Invisibility +5 Rings make your fingers look great! |
warrior's gold ring of arcana (+0.19/turn)0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str defense ------ Armor +8 Silence Resist +26% other ------- Mana/turn +0.19 Rings make your fingers look great! |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
titan's stralite ring of tenacity0.1 Encumbrance T4 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Con defense ------ Physical save +10 (+5 eff.) Life +35.00 Disarm Resist +36% Pinning Resist +32% Knockbk Resist +23% Rings make your fingers look great! |
Staff of Absorption7.0 Encumbrance staff 2H weapon [Plot Item] Unknown Weapon Damage 30.0 - 33.0 Arcane Uses 150% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 While equipped: offense ------ Spell Crit +10% Spellpower +20 (+5 eff.) Accuracy +20 (+6 eff.) Absorb energies. Uses 818 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
caustic steel greatsword (26-41 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Nature Weapon Damage 25.5 - 40.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +13 acid +20 nature While equipped: offense ------ Ignore resists +10% acid +7% nature Ignore Armor +10 Massive two-handed swords. |
enhanced stralite longsword (30-43 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego+] Nature Weapon Damage 30.5 - 42.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Str +6 Dex +7 Mag +6 Wil +7 Cun +5 Con Sharp, long, and deadly. |
Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 65% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 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 offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 202.76 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+5 eff.) Physical save +15 (+6 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Corpsebow4.0 Encumbrance T2 longbow 2H weapon [Unique] Arcane/Nature Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On Hit: 25% Epidemic level 1 On Hit: 25% Cyst Burst level 1 While equipped: offense ------ Spellpower +10 (+3 eff.) On-Ranged-Hit 20 blight Damage +20% blight On-Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 30 defense ------ Disease Resist +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Glintkarma (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: offense ------ Physical Crit +7.0% Physical Power +15 (+3 eff.) Damage +12% mind Ignore resists +25% mind Ignore Shields +30% defense ------ Resistance +12% mind +9% all Physical save +9 (+4 eff.) other ------- Max vim +30.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (15 def, 2 armour)2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+3 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+5 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +10% blight +11% all Life +51.00 Life Regen +2.80 Healmod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
searing reinforced leather armour of the void (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego++] Arcane While equipped: offense ------ On-Hit 16 acid 16 fire 5 darkness On-Ranged-Hit 8 darkness When Hit 11 acid 11 fire defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Resistance +17% acid +19% temporal +13% darkness +15% fire Out-of-Phase Defense +13 Out-of-Phase Resistance +12% Out-of-Phase Resilience +13% Blink to a nearby random location (rad 11) Puts all charms on 21 turn cooldown A suit of armour made of leather. |
searing dwarven-steel mail armour of delving (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego++] Arcane/Master While equipped: Stats +5 Str offense ------ On-Hit 9 acid 14 fire When Hit 11 acid 10 fire defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +16% acid +14% fire +12% darkness +7% physical other ------- Light +1 Track: Puts all charms on 25 turn cooldown Effective talent level: 2.6 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
rough leather belt 'Naturesaw'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Physical Power +15 (+3 eff.) Damage +6% physical Ignore resists +10% physical On-Hit (Melee): * 10% chance to slow global speed by 50% defense ------ Armor +2 Resistance +3% lightning Life +33.00 other ------- Stamina/turn +1.00 A belt that goes around your waist. |
hardened leather belt of the vagrant1.0 Encumbrance T3 belt armor [Ego+] Nature While equipped: Stats +2 Con offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +6 (+3 eff.) A belt that goes around your waist. |
insulating hardened leather belt of the vagrant1.0 Encumbrance T3 belt armor [Ego+] Nature/Master While equipped: Stats +4 Con offense ------ Mindpower +5 (+3 eff.) defense ------ Resistance +8% fire +8% cold Mind save +9 (+4 eff.) A belt that goes around your waist. |
regal linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master/Psionic While equipped: Stats +2 Str +2 Wil +2 Con defense ------ Defense +1 (+0 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wind's Whisper (4 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex defense ------ Defense +4 (+1 eff.) Deflect Projectile +25% Slow Projectiles +20% Silence Resist +30% Evasion: (Instant) Effective talent level: 2.0 Power cost 41 out of 50/50. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 19 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. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Xanyldabeth the Flaretitan (0 def, 7 armour)2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +3 Wil +3 Con +7 Lck offense ------ Mindpower +5 (+3 eff.) Damage +9% physical +6% fire Ignore resists +5% physical Ignore Armor +4 defense ------ Armor +7 Stealth +8 Silence Resist +28% Confus Resist +25% Stun Resist +28% Blindside: Puts all charms on 21 turn cooldown Effective talent level: 1.0 Power cost 21 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
scholar's pair of hardened leather boots of massiveness (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: Stats +5 Str +7 Con offense ------ Spellpower +8 (+2 eff.) Damage +7% physical defense ------ Armor +3 other ------- Size +1 A pair of boots made of leather. |
Eilinamira the Iceking (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Damage +3% temporal Ignore resists +10% temporal +10% cold defense ------ Armor +4 Fatigue +3% Resistance +9% temporal +16% cold +8% fire Silence Resist +28% Confus Resist +23% Stun Resist +31% other ------- Spell cooldown 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Chamudunathad the iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +1 Mag +4 Wil +1 Con offense ------ Accuracy +5 (+1 eff.) defense ------ Armor +1 Fatigue +1% Physical save +5 (+2 eff.) Mind save +5 (+2 eff.) Disarm Resist +22% other ------- See Invisibility +6 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. |
Xann (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Dex +4 Wil offense ------ Spellpower +30 (+8 eff.) Ignore resists +15% arcane +20% blight Accuracy +19 (+6 eff.) defense ------ Armor +2 Fatigue +3% 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. |
leafwalker's dwarven-steel helm of absorption (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Nature While equipped: defense ------ Armor +4 Fatigue +4% Resistance +8% nature Spell save +5 (+3 eff.) Life +50.00 Healmod +13% other ------- Stamina when Hit +1.10 EQ when Hit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren dwarven-steel helm of might (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +3 Str +4 Wil +3 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +4 Fatigue +4% Resistance +7% blight Mind save +7 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical 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 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
110 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(71 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 33 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Byrokath the alchemist's lamp1.0 Encumbrance T3 lite [Random Unique] Arcane/Nature While equipped: Stats +1 Str +1 Dex +1 Con offense ------ Damage +7% light +7% darkness Ignore resists +10% physical Accuracy +15 (+5 eff.) defense ------ Resistance +7% darkness +9% light Affinity +5% light +5% darkness Life +57.00 other ------- Light +6 Infravision +2 Moonlight Ray: Puts all charms on 7 turn cooldown Effective talent level: 4.0 Power cost 7 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 261.98 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Velalle (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +7 Str offense ------ Ignore resists +15% mind +5% acid defense ------ Fatigue -5% other ------- Hate-on-crit +2.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 123% of the healing done. This effect scales with your Magic stat.. Uses 62 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 Encumbrance 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. |
steel torque of clear mind [power 2] (21 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Isomira' [power 155] (13 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +2 Str +7 Con defense ------ Resistance +15% acid Life +40.00 Life Regen +4.00 Blast the opponent's mind dealing 155 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
overpowered ash wand of shielding [power 320] (22 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a shield absorbing up to 320 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 22 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By asda the Skeleton Writhing One level 19
24th Regrowth 123rd year of Ascendancy at 09:05 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By asda the Skeleton Writhing One level 19
24th Regrowth 123rd year of Ascendancy at 08:51 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By asda the Skeleton Writhing One level 32
2nd Decay 123rd year of Ascendancy at 02:29 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By asda the Skeleton Writhing One level 23
77th Pyre 123rd year of Ascendancy at 08:41 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By asda the Skeleton Writhing One level 10
9th Dusk 122nd year of Ascendancy at 05:15 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By asda the Skeleton Writhing One level 20
29th Regrowth 123rd year of Ascendancy at 22:59 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By asda the Skeleton Writhing One level 30
59th Haze 123rd year of Ascendancy at 11:23 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By asda the Skeleton Writhing One level 25
24th Dusk 123rd year of Ascendancy at 14:48 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By asda the Skeleton Writhing One level 17
30th Haze 122nd year of Ascendancy at 16:14 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By asda the Skeleton Writhing One level 17
33rd Haze 122nd year of Ascendancy at 02:43 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By asda the Skeleton Writhing One level 9
8th Dusk 122nd year of Ascendancy at 12:44 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By asda the Skeleton Writhing One level 15
18th Haze 122nd year of Ascendancy at 10:50 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By asda the Skeleton Writhing One level 26
27th Dusk 123rd year of Ascendancy at 04:54 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By asda the Skeleton Writhing One level 18
45th Haze 122nd year of Ascendancy at 18:27 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By asda the Skeleton Writhing One level 33
1st Wintertide 124th year of Ascendancy at 05:39 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By asda the Skeleton Writhing One level 34
5th Allure 124th year of Ascendancy at 22:55 see stats
Log
Corrupted vampire lord loses 26 health to the entropy.
Corrupted vampire lord regains their energy.
Corrupted vampire lord HEALS from physical damage!
Corrupted vampire lord HEALS from darkness damage!
Corrupted vampire lord HEALS from fire damage!
Bleeding from Decaying devourer hits Corrupted vampire lord for (2 flat reduction), 0 physical (0 total damage).
Deep Wound from Decaying devourer hits Corrupted vampire lord for (0 flat reduction), 0 physical (0 total damage).
Phantasmal Shield hits asda for (96 absorbed), 0 light (0 total damage).
Rain of Fire hits asda for (70 absorbed), 0 physical, (14 absorbed), 0 fire (0 total damage).
Tentacle Constriction from Asda hits Corrupted vampire lord for (26 flat reduction), 187 darkness, 177 healing, (10 flat reduction), 0 fire, 3 healing (187 total damage) [180 healing].
The Cut Drem Arm reaches for corrupted vampire lord with a tentacle!
asda performs a melee critical strike against Corrupted vampire lord!
Corrupted vampire lord throws two quick punches.
Your shield crumbles under the damage!
The shield around asda crumbles.
Corrupted vampire lord uses Perfect Strike.
Corrupted vampire lord aims carefully.
Corrupted vampire lord HEALS from physical damage!
Corrupted vampire lord HEALS from temporal damage!
Corrupted vampire lord HEALS from arcane damage!
Corrupted vampire lord HEALS from darkness damage!
Corrupted vampire lord HEALS from lightning damage!
Corrupted vampire lord HEALS from fire damage!
Corrupted vampire lord hits asda for (122 absorbed), 52 physical, 263 physical (315 total damage).
Melee retaliation hits Corrupted vampire lord for (2 flat reduction), 0 lightning, 1 healing, (23 flat reduction), 0 darkness, 19 healing, (3 flat reduction), 0 temporal, 1 healing, (2 flat reduction), 0 arcane, (22 flat reduction), 0 fire, 8 healing, (3 flat reduction), 0 lightning, 2 healing, (26 flat reduction), 0 darkness, 21 healing, (3 flat reduction), 0 temporal, 1 healing, (2 flat reduction), 0 arcane, (22 flat reduction), 0 fire, 8 healing (0 total damage) [61 healing].
asda hits Corrupted vampire lord for (26 flat reduction), 200 physical, 81 healing, (9 flat reduction), 0 fire, 3 healing, (26 flat reduction), 8 arcane, 12 healing, (26 flat reduction), 8 darkness, 28 healing, (26 flat reduction), 153 darkness, 148 healing, (10 flat reduction), 0 fire, 4 healing (369 total damage) [276 healing].
asda the level 35 skeleton writhing one was bled to death by corrupted vampire lord on level 9 of Dreadfell.
Corrupted vampire lord is free from the tentacle constriction.


















































































































