












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] Virtual Image Reload 1.7.0An experimental addon that attempts to fix the display images of objects and actors from server-push events like Santascape and the Hallowed Fields, which sometimes do not install their "virtual" images early enough for the map display and end up displaying as character tiles. Also available as part of the Bugnibus Bugfix Pack. Frequently Asked Questions: 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:
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. 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 Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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: OldRPG - Music Mod v3 - Part 1 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Improved Combat Text v2 Custom Edit 1.6.0This 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. OldRPG - Music Mod v3 - Part 3 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. OldRPG - Music Mod v3 - Part 4 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. OldRPG - Music Mod v3 - Part 2 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
OldRPG - Music Mod v3 - Part 5 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. 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 Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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 OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. 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 | Male |
Race | Shalore |
Class | Rogue |
Level / Exp | 26 / 47% |
Size | big |
Lifes / Deaths | Killed by Xanuvena the elven tempest at level 26 on the 48th Pyre 123rd year of Ascendancy at 22:30 / 1 |
Primary Stats
Strength | 28 (base 14) |
Dexterity | 56 (base 40) |
Constitution | 50 (base 41) |
Magic | 29 (base 10) |
Willpower | 15 (base 12) |
Cunning | 54 (base 37) |
Resources
Life | -87/627 |
Mana | 172/315 |
Stamina | 0/188 |
Healing Factor | 1.4286847857242 |
Regeneration | 0.35717119643105 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 38.873901619887 |
See Invisible | 38.873901619887 |
Offense: Mainhand
Damage | 77 |
Accuracy | 48 |
Crit Chance | 39% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | 50 |
Accuracy | 48 |
Crit Chance | 45% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +5% |
Fire | +12% |
Blight | +11% |
Physical | +18% |
Cold | +12% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Physical | +18% |
All | 0% |
Defense: Base
Armour (hardiness) | 31 (38.594633868923%) |
Defense | 66 |
Ranged Defense | 66 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 24 |
Mental Save | 47 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 35%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 59%( 70%) |
All | + 13%( 70%) |
Darkness | + 21%( 70%) |
Light | + 23%( 70%) |
Temporal | + 23%( 70%) |
Physical | + 23%( 70%) |
Lightning | + 28%( 70%) |
Fire | + 58%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 20% |
Instadeath Resistance | 100% |
Poison Resistance | 14% |
Silence Resistance | 10% |
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 272 damage for 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 83 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: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 614% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 147 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Cunning / Poisons | 2.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 4/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | 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 Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed bloated horror heart. * You've found the needed black mamba head. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of luminous horror dust. * You've found the needed vial of wight ectoplasm. | 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. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | 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 [Ego++] Master While equipped: Stats +3 Cun +3 Con dps ---------- Phys.crit +3.0% Phys.pwr +4 (+2 eff.) Res.pen +8% physical ----- def ----- Armour +3 Phys.save +14 (+4 eff.) Mind.save +15 (+5 eff.) A pair of boots made of leather. |
Quiver | ![]() 3.0 T1 arrow ammo [Ego] Nature/Master Power 108% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 38 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 130 physical damage While equipped: ---------- misc Reload +2 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +6% blight +6% temporal Phys.save +3 (+1 eff.) Max.HP +41.00 Silence- +10% Stun/Frz- +20% ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% blight ----- def ----- Defense +1 (+1 eff.) Resists +11% blight A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +5 Cun +1 Con dps ---------- Res.pen +10% physical Acc +17 (+5 eff.) Apr +8 ----- def ----- Armour +2 Defense +25 (+7 eff.) Fatigue +3% Resists +9% light ---------- misc Max.mana +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +18% physical Apr +3 ----- def ----- Armour +6 Phys.save +6 (+2 eff.) Die.at -40.00 life Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 21 cooldown 100% to increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Phys.save +9 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +8 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 8 light ----- def ----- Resists +3% temporal +3% light +9% blight +7% nature +5% arcane Poison- +14% Disease- +11% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +14% fire +18% cold Amulets make your neck look great! |
In main hand | ![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Cun, 50% Dex, 15% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 72.24 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. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Crit.mult +15.00% Phys.pwr +8 (+3 eff.) Dmg.mod +12% fire On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Resists +24% fire Spell.save +8 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 1.0 T4 dagger 1H weapon [Unique] Psionic Power 144% Range: 1.3x Uses 45% Cun, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +4 Str dps ---------- Crit.mult +10.00% ----- def ----- Defense +32 (+8 eff.) Phys.save +10 (+3 eff.) ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun dps ---------- Phys.crit +5.0% Crit.mult +14.00% Phys.pwr +7 (+3 eff.) Mind.pwr +12 (+6 eff.) ----- def ----- Armour +20 Defense +31 (+8 eff.) Fatigue +8% Resists +10% acid +12% physical +3% temporal +14% fire +18% lightning +11% cold Mind.save +19 (+6 eff.) Heal.mod +15% Confus- +10% Def/telep +5 Res/telep +5% Dur/telep +5% 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 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 668% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. 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 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 674% 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 Constitution 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 physical, 3 blight, 4 cold, 4 arcane, 5 fire 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 [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 423 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +30% light Res.pen +15% acid +25% light Melee Ret 10 light ----- def ----- Resists +9% nature Heal.mod +19% Cut- +70% Heal: Puts all charms on 29 cooldown Level 3.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 234 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: ----- def ----- Resists +3% nature +9% light Spell.save +3 (+2 eff.) Max.HP +40.00 Poison- +20% Disease- +20% Disarm- +10% ---------- misc Masteries +0.28 Technique/Mobility Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Str ----- def ----- Resists +15% light +21% darkness Blind- +25% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Con dps ---------- Dmg.mod +10% light Res.pen +5% physical Apr +3 On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +20% light ---------- misc Max.stam +10.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+3 eff.) Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Str +2 Dex dps ---------- Mind.pwr +20 (+9 eff.) Dmg.mod +12% light +6% blight ----- def ----- Resists +24% light ---------- misc Psi/ret +0.08 See.Invis +12 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +1 Wil +4 Con ----- def ----- Resists +9% lightning +3% temporal +3% nature HP.reg +2.00 Stun/Frz- +23% ---------- misc Light +1 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Cun +2 Dex dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +15% nature +6% mind ----- def ----- Resists +30% nature +15% cold ---------- misc Light +1 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Res.pen +10% lightning Melee Ret 8 arcane On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Resists +27% acid Mind.save +8 (+2 eff.) Confus- +31% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Resists +15% acid +15% fire +10% lightning +20% cold Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +3 Str +6 Mag +6 Cun +4 Con dps ---------- Spell.pwr +13 (+7 eff.) Res.pen +25% mind ----- def ----- Die.at -80.00 life ---------- misc Equi/ret +0.16 Max.stam +30.00 Max.psi +30.00 Light +3 Rings make your fingers look great! |
![]() 5.0 T4 greatmaul 2H weapon Reqs Str 35 [Rare] Master Power 185% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +20 lightning While equipped: Stats +2 Cun dps ---------- Dmg.mod +18% temporal Melee Ret 6 temporal ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +3 Massive two-handed mauls. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Nature Power 141% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +7 nature While equipped: Stats +5 Str +6 Dex +7 Mag +4 Wil +6 Cun +3 Con One-handed war axes. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Cun, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T1 dagger 1H weapon [Ego+] Arcane/Psionic Power 101% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 38 damage Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego++] Arcane Power 106% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 2 On Hit: * Create an explosion dealing 38 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +10% fire Res.pen +10% fire Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Master/Psionic Power 109% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 darkness Against +7% Living While equipped: dps ---------- Res.pen +6% all Acc +7 (+2 eff.) Apr +7 Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Rare] Master Power 106% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Phasing +30% On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Mag dps ---------- Phys.crit +8.0% Phys.pwr +7 (+3 eff.) Apr +3 ---------- misc Infravis +2 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Rare] Arcane Power 117% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage While equipped: dps ---------- Dmg.mod +12% temporal Res.pen +10% arcane +25% temporal Melee Ret 6 light ---------- misc Light +3 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Master Power 119% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+3 eff.) Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Rare] Arcane Power 136% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +12 darkness On Hit.r1 +14 fire On Crit.r2 +12 temporal On Hit: * 20% chance to reduce damage dealt by 18% While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +15% mind ---------- misc Max.hate +10.00 Max.psi +20.00 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Rare] Psionic Power 137% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: ----- def ----- Resists +15% lightning +18% cold +5% arcane Phys.save +12 (+4 eff.) Die.at -80.00 life Heal.mod +20% Cut- +20% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Arcane/Psionic Power 137% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Arcane Power 135% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +5 fire On Hit: 20% Curse of Defenselessness 4 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Rare] Arcane Power 130% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage While equipped: Stats +3 Cun +7 Wil dps ---------- Dmg.mod +12% acid Res.pen +15% acid ----- def ----- Resists +9% blight ---------- misc Infravis +2 Sharp, short and deadly. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+4 eff.) Rng.Def +15 (+4 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 2.0 T5 cloth armor [Random Unique] Psionic While equipped: Stats +7 Mag +8 Wil dps ---------- Mind.crit +7% Mind.pwr +18 (+8 eff.) Dmg.mod +52% physical +49% darkness +12% nature Res.pen +34% darkness +27% physical On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +3% blight +3% fire +9% cold +15% all Spell.save +9 (+5 eff.) ---------- misc Mana/turn +0.28 Psi/turn +0.37 Max.hate +25.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +5 Str +6 Mag +5 Wil dps ---------- Dmg.mod +23% lightning +5% physical +11% cold ----- def ----- Resists +9% lightning +7% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Dmg.mod +3% lightning Res.pen +5% mind Against +16% Summoned ----- def ----- Resists +12% mind D.Red.from +16% Summoned A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Defense +19 (+5 eff.) Resists +3% temporal Stealth +6 HP.reg +4.00 Heal.mod +10% Confus- +20% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.crit +1% Dmg.mod +9% acid ----- def ----- Defense +6 (+2 eff.) Resists +11% light +11% fire Stealth +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Phys.pwr +25 (+9 eff.) Apr +1 Melee Ret 2 physical ----- def ----- Defense +7 (+2 eff.) Phys.save +6 (+2 eff.) ---------- misc Stam/turn +1.00 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 +2 Str +2 Con dps ---------- Melee Ret 2 light On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +12% cold +3% nature ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Str +5 Dex +4 Wil ----- def ----- Armour +3 Fatigue -5% Phys.save +9 (+3 eff.) ---------- misc Max.enc +26 Light +1 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Nature While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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 T4 hands armor [Ego++] Master While equipped: Stats +3 Str +2 Wil +3 Con ----- def ----- Armour +7 Mind.save +10 (+3 eff.) Max.HP +63.00 Disarm- +26% ---------- misc Masteries +0.20 Technique/Grappling 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +6 (+3 eff.) Melee+ 13 arcane Dmg.mod +3% arcane Acc +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +3% arcane Phys.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +38% 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 T1 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +11% acid +6% light ----- def ----- Defense +1 (+1 eff.) Resists +16% acid +3% lightning Mind.save +9 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% arcane Res.pen +5% lightning Melee Ret 2 lightning On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +12% lightning A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Mag +2 Con dps ---------- Mind.pwr +10 (+5 eff.) Melee Ret 2 mind ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +9 Defense +6 (+2 eff.) Fatigue +3% Resists +10% cold +2% all Phys.save +7 (+2 eff.) ---------- misc Breathe water A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +3 Dex dps ---------- Crit.mult +5.00% Res.pen +5% physical Apr +3 ----- def ----- Armour +3 Defense +15 (+4 eff.) Fatigue +5% ---------- misc Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.pwr +20 (+7 eff.) Spell.pwr +20 (+10 eff.) Dmg.mod +6% physical Phasing +30% Apr +2 ----- def ----- Armour +4 Fatigue +4% Resists +15% light +14% darkness 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 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning 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 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 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str dps ---------- Crit.mult +5.00% Phys.pwr +5 (+2 eff.) Dmg.mod +6% acid ----- def ----- Armour +6 Phys.save +6 (+2 eff.) Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +3% fire Phys.save +5 (+1 eff.) Spell.save +3 (+2 eff.) Die.at -60.00 life Max.HP +20.00 Heal.mod +10% Blind- +20% Teleport- +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. |
![]() 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.(60 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T1 lite [Ego+] Arcane/Psionic While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +6% mind ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 204 cold damage (based on your Magic). Uses 17 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +9 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+3 eff.) Dmg.mod +8% mind ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 400.96 fire damage (based on Magic). Uses 41 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 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 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 81 for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 300 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% physical Res.pen +5% mind Acc +5 (+1 eff.) Apr +1 Melee Ret 2 physical ---------- misc Max.psi +40.00 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +5 Str +3 Mag dps ---------- Res.pen +20% lightning +15% mind ---------- misc Light +3 Infravis +2 Sting an enemy dealing 206 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 384 Base Damage: 181 Armor: 6 All Resist: 14 Puts all charms on 21 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 266 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Death the Shalore Rogue level 12
59th Dusk 122nd year of Ascendancy at 05:02 see stats
By Death the Shalore Rogue level 18
51st Haze 122nd year of Ascendancy at 00:52 see stats
By Death the Shalore Rogue level 10
3rd Summertide 122nd year of Ascendancy at 13:17 see stats
By Death the Shalore Rogue level 20
40th Regrowth 123rd year of Ascendancy at 00:32 see stats
By Death the Shalore Rogue level 19
7th Allure 123rd year of Ascendancy at 15:11 see stats
By Death the Shalore Rogue level 14
21st Haze 122nd year of Ascendancy at 19:07 see stats
By Death the Shalore Rogue level 24
36th Pyre 123rd year of Ascendancy at 14:10 see stats
By Death the Shalore Rogue level 18
51st Haze 122nd year of Ascendancy at 13:51 see stats
Log
Death tries to evade attacks.
Xanuvena the elven tempest casts Lightning.
Xanuvena the elven tempest's spell attains critical power!
Death casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Xanuvena the elven tempest hits Death for (53 flat reduction), 114 lightning (114 total damage).
Xanuvena the elven tempest uses Battle Call.
Death is called to battle!
Death uses Fan of Knives.
Xanuvena the elven tempest's armor corrodes!
Death's Fan of Knives performs a melee critical strike against Xanuvena the elven tempest!
Xanuvena the elven tempest is magically poisoned!
Xanuvena the elven tempest is poisoned!
Death's Fan of Knives hits Xanuvena the elven tempest for (17 to psi shield), 25 physical (25 total damage).
Death's Fan of Knives hits Xanuvena the elven tempest for (38 to psi shield), 57 physical (57 total damage).
Death's Fan of Knives hits Xanuvena the elven tempest for (19 to psi shield), 29 physical (29 total damage).
Death's Fan of Knives hits Xanuvena the elven tempest for (18 to psi shield), 26 physical (26 total damage).
Death's Fan of Knives hits Xanuvena the elven tempest for (20 to psi shield), 29 physical (29 total damage).
Xanuvena the elven tempest slows down.
Xanuvena the elven tempest's Beyond the Flesh misses Death.
Deadly Poison from Death hits Xanuvena the elven tempest for (16 to psi shield), 23 nature (23 total damage).
Vulnerability Poison from Death hits Xanuvena the elven tempest for 27 arcane damage.
Thunderstorm hits Death for 12 lightning damage.
Xanuvena the elven tempest uses Mindlash.
Xanuvena the elven tempest's mind surges with critical power!
Death reacts to damage from Xanuvena the elven tempest, mitigating the blow!.
Xanuvena the elven tempest hits Death for (37 reacted , -4 stam), 109 physical (109 total damage).
Death the level 26 shalore rogue was minced to death by Xanuvena the elven tempest on level 5 of Dark crypt.