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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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: 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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 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. 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: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 26 / 2% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 48 (base 19) |
| Dexterity | 93 (base 57) |
| Constitution | 17 (base 10) |
| Magic | 50 (base 37) |
| Willpower | 21 (base 10) |
| Cunning | 17 (base 14) |
Resources
| Life | 575/575 |
| Mana | 185/185 |
| Stamina | 158/158 |
| Healing Factor | 1.512941519274 |
| Regeneration | 7.9429429761885 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 19.500146650446 |
| See Invisible | 19.500146650446 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 122 |
| Accuracy | 75 |
| Crit Chance | 12% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +5% |
| Physical | +8% |
| Nature | +8% |
| Acid | +9% |
| Arcane | +15% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +26% |
| Lightning | +21% |
| Light | +16% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 18 (53.594633868923%) |
| Defense | 65 |
| Ranged Defense | 65 |
| Fatigue | 1.9238052216851 |
| Physical Save | 35 |
| Spell Save | 22 |
| Mental Save | 13 |
Defense: Resistances
| Blight | + 26%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 50%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 13%( 70%) |
| Physical | + 21%( 70%) |
| Darkness | + 26%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Stun Resistance | 56% |
| Confusion Resistance | 60% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 40% |
| Silence Resistance | 25% |
| Bleed Resistance | 100% |
| Disarm Resistance | 30% |
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 282 damage for 6 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 120 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 277.51 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 Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| talent | Premonition |
| talent | Chant of Fortress |
| talent | Concealment |
| beneficial effect | The target is concealed, increasing sight and attack range by 1 and chance to avoid damage by 21%. Concealment |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 precision. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed minotaur nose. * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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 pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed warg claw. * You've found the needed vial of wight ectoplasm. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: defense ------ Armor +4 Fatigue +3% Silence Resist +25% Confus Resist +20% Stun Resist +26% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Hornet Stingers (20/20, 117% power, 10 apr)3.0 Encumbrance T2 arrow ammo [Unique] Nature Weapon Damage 117% Range: 1.0x-1.4x Uses 70% Dex, 50% Mag, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
| Light source | bright brass lantern of focus2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: Stats +4 Wil offense ------ Damage +6% mind other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Earuderion the rough leather cap (25 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +6 Dex offense ------ Physical Crit +3.0% defense ------ Armor +1 Defense +25 (+7 eff.) Fatigue +1% other ------- Stamina/turn +2.00 Stamina when Hit +1.20 EQ when Hit +0.90 Max stamina +30.00 A cap made of leather. |
| Tool | Duvulagund [power 116] (13 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +4 Str offense ------ Physical Crit +2.0% Critical power +5.00% Ignore resists +15% physical Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Lightningradiance0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +8 Dex offense ------ Ignore resists +10% lightning defense ------ Resistance +6% temporal +5% arcane +12% cold Life +22.00 Disarm Resist +30% Pinning Resist +23% Knockbk Resist +22% Rings make your fingers look great! |
| On fingers | Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | runic yew longbow of piercing4.0 Encumbrance T3 longbow 2H weapon [Ego++] Arcane/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On Hit: 10% Arcane Vortex level 3 While equipped: Stats +6 Mag offense ------ Spellpower +12 (+4 eff.) Damage +15% arcane Ignore resists +11% all Accuracy +11 (+3 eff.) Ignore Armor +11 Longbows are used to shoot arrows at your foes. |
| On hands | dwarven-steel gauntlets 'Halylasus' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +1 Str +1 Dex +2 Mag +3 Cun +3 Con offense ------ On-Hit 6 darkness Damage +5% darkness defense ------ Armor +2 Fatigue +3% Resistance +14% darkness +6% light Life Regen +2.00 other ------- Stamina/turn +0.50 Max stamina +16.00 Infravision +1 Unarmed combat: Weapon Damage 126% Range: 1.0x-1.4x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +13 light +21 darkness On Hit: 20% Moonlight Ray level 3 On Hit: 10% Nightmare level 3 On Hit: * 8% chance to reduce damage dealt by 12% Starfall: Puts all charms on 17 turn cooldown Effective talent level: 1.0 Power cost 17 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 55.54 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Skin of Many (12 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+3 eff.) Fatigue +7% Life +40.00 Blind Resist +40% Confus Resist +40% other ------- Infravision +3 Masteries +0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
| Cloak | Gloomrune (17 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Ignore resists +5% light defense ------ Defense +17 (+5 eff.) Resistance +6% darkness +3% physical Physical save +6 (+3 eff.) Healmod +10% Stun Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Chugorn the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: offense ------ Damage +9% acid +6% mind When Hit 2 mind On-Hit (Melee): * 10% chance to reduce armor by 31% defense ------ Resistance +10% lightning +12% fire +7% physical +14% cold Stun Resist +20% other ------- Stamina/turn +0.40 Amulets make your neck look great! |
Inventory
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; lightning, physical, light, acid, arcane, darkness)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: 5 lightning, 2 physical, 4 light, 4 acid, 4 arcane, 3 darkness Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 7; phase 15; cd 14)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 7 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 6; phase 21; cd 14)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 21%, your defense is increased by 21 and all your resistances by 21%. 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. |
shatter afflictions rune of the warrior (absorb 73; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 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 73 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 245; dur 3; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 245 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 242; dur 3; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 242 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Duatheloracle the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str offense ------ Ignore resists +15% mind defense ------ Resistance +14% fire +6% darkness +13% cold Blind Resist +11% other ------- Hate-on-crit +1.00 Infravision +3 Sight +2 See Invisibility +6 Amulets make your neck look great! |
Galykhad0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Mind Crit +2% Critical power +10.00% Mindpower +10 (+5 eff.) Ignore resists +10% acid defense ------ Fatigue -5% Resistance +12% temporal Mind save +3 (+3 eff.) Life Regen +2.00 Amulets make your neck look great! |
Islonn the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil offense ------ Critical power +5.00% Mindpower +15 (+8 eff.) Damage +6% mind Ignore resists +5% mind On-Hit (Melee): * 10% chance to reduce armor by 31% defense ------ Resistance +12% fire +12% cold Amulets make your neck look great! |
clarifying copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% mind Confus Resist +22% Amulets make your neck look great! |
copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% lightning Stun Resist +21% Amulets make your neck look great! |
grounding steel amulet of strength (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +13% lightning Stun Resist +20% Amulets make your neck look great! |
restful steel amulet of the eclipse0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Master While equipped: offense ------ On-Hit 5 light 5 darkness Damage +7% light +6% darkness When Hit: * 7% chance to reduce damage dealt by 12% * 8% chance to blind defense ------ Fatigue -5% Life Regen +1.00 Amulets make your neck look great! |
serendipitous copper amulet0.1 Encumbrance T1 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +5 (+2 eff.) Resist unseen 10% Amulets make your neck look great! |
stabilizing steel amulet of perfection (0.16 Technique / Archery prowess,0.16 Technique / Archery training)0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +12% temporal Pinning Resist +27% Knockbk Resist +20% other ------- Masteries +0.16 Technique/Archery prowess +0.16 Technique/Archery training Amulets make your neck look great! |
starlit copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% light +11% darkness Blind Resist +20% Amulets make your neck look great! |
starlit copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% light +10% darkness Blind Resist +20% Amulets make your neck look great! |
starlit steel amulet of magic (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag defense ------ Resistance +14% light +14% darkness Blind Resist +20% Amulets make your neck look great! |
steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
steel amulet 'Aerisewen'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Wil offense ------ Critical power +5.00% Damage +6% blight When Hit 8 acid defense ------ Physical save +24 (+10 eff.) Spell save +20 (+10 eff.) Mind save +24 (+15 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Amulets make your neck look great! |
steel amulet of vision0.1 Encumbrance T2 amulet jewelry [Ego+] Nature While equipped: defense ------ Blind Resist +14% other ------- Infravision +4 Sight +2 See Invisibility +6 Amulets make your neck look great! |
warrior's copper amulet of mastery (0.10 Technique / Mobility)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +5% physical other ------- Stamina/turn +0.30 Masteries +0.10 Technique/Mobility Amulets make your neck look great! |
warrior's copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
warrior's gold amulet of willpower (+2)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +7% physical other ------- Stamina/turn +0.70 Amulets make your neck look great! |
Huramastir the Nimbusglamour0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +9% lightning +10% cold +6% light defense ------ Resistance +3% lightning +12% light +9% blight +20% cold +3% nature Rings make your fingers look great! |
Issemnir the Kindleveil0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% cold defense ------ Resistance +6% blight +22% cold +6% darkness Spell save +18 (+9 eff.) Life +20.00 other ------- Light +3 Rings make your fingers look great! |
Prismmarrow0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% light defense ------ Armor +2 Resistance +12% cold +1% physical Life +21.00 Life Regen +4.00 Disarm Resist +35% Pinning Resist +45% Knockbk Resist +23% Rings make your fingers look great! |
Silebrevena the Tempesttide0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +5% lightning +20% fire defense ------ Defense +15 (+4 eff.) Life +22.00 Disarm Resist +24% Pinning Resist +23% Knockbk Resist +23% other ------- Stamina/turn +2.00 Max stamina +30.00 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 nature (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +11% nature Accuracy +6 (+2 eff.) defense ------ Resistance +22% nature Rings make your fingers look great! |
marksman's steel ring of nature (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +10% nature Accuracy +6 (+2 eff.) defense ------ Resistance +20% nature Rings make your fingers look great! |
rogue's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+2 eff.) Life +22.00 Disarm Resist +20% Pinning Resist +24% Knockbk Resist +20% Rings make your fingers look great! |
rogue's steel ring of the mountain (+11%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun offense ------ Damage +11% physical defense ------ Defense +8 (+2 eff.) Resistance +11% physical Rings make your fingers look great! |
savior's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Physical save +6 (+3 eff.) Spell save +7 (+3 eff.) Mind save +7 (+7 eff.) Blind Resist +22% other ------- Infravision +4 See Stealth +5 See Invisibility +6 Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring of darkness (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +10% darkness defense ------ Resistance +20% darkness Rings make your fingers look great! |
steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +7 (+2 eff.) 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 138% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Con defense ------ Physical save +8 (+4 eff.) Mind save +5 (+5 eff.) Confus Resist +25% Rings make your fingers look great! |
warrior's steel ring of nature (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Damage +10% nature defense ------ Armor +4 Resistance +20% nature Rings make your fingers look great! |
wizard's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag defense ------ Spell save +8 (+4 eff.) Life +29.00 Disarm Resist +23% Pinning Resist +24% Knockbk Resist +24% Rings make your fingers look great! |
Noonreign (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Str, 50% Mag, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * 20% chance to reduce all saves and defense by 14 * 25% chance for lightning to strike from the target to a second target dealing 69 damage While equipped: Stats +3 Str +5 Mag +1 Con offense ------ When Hit 4 light Sharp, short and deadly. |
Spellblaze Shard (120% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Blindfame (138% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Nature Weapon Damage 138% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +16 acid On Hit: * 10% chance to reduce all saves and defense by 14 * 20% chance to reduce armor by 31% While equipped: Stats +5 Str +6 Dex +9 Mag +7 Wil +10 Cun +7 Con offense ------ Damage +9% mind When Hit 2 light defense ------ Resistance +6% mind +6% light Massive two-handed mauls. |
yew longbow of enduring4.0 Encumbrance T3 longbow 2H weapon [Ego+] Nature Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats +11 Con +11 Wil defense ------ Life +54.00 Longbows are used to shoot arrows at your foes. |
gifted vined mindstar of storms (83% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 84% Range: 1.0x-1.1x Uses 50% Wil, 50% Mag, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con offense ------ Mind Crit +2% Mindpower +7 (+4 eff.) On-Hit 5 lightning Damage +5% lightning Ignore resists +7% lightning defense ------ Resistance +4% lightning other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Chamylelar1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag offense ------ Physical Crit +4.0% Critical power +5.00% Physical Power +4 (+1 eff.) Damage +15% arcane Ignore resists +5% mind When Hit 4 mind defense ------ Armor +7 other ------- Mana/turn +0.37 Max mana +32.00 Create a temporary shield that absorbs 296 damage Puts all charms on 26 turn cooldown A belt that goes around your waist. |
Manythel1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Con offense ------ Physical Crit +2.0% Critical power +5.00% Mindpower +4 (+2 eff.) Ignore Armor +3 defense ------ Defense +25 (+7 eff.) Resistance +1% physical Mind save +6 (+6 eff.) A belt that goes around your waist. |
noble's rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +18% Summoned defense ------ Fatigue -5% Resist Against +16% Summoned other ------- Encumbrance +20 A belt that goes around your waist. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
linen cloak 'Quenchrock' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +2 Mag +4 Wil +1 Con offense ------ Ignore resists +5% cold defense ------ Defense +1 (+1 eff.) Life +32.00 other ------- Light +3 Infravision +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+3 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 23.90 to 29.88 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Brandprophet (0 def, 11 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Str +4 Con offense ------ Damage +21% fire +6% physical defense ------ Armor +11 Crit Resistance 15.00% other ------- Size +1 A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 29% (based on Cunning). Uses 43 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Glithra (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Str +3 Dex +3 Cun offense ------ When Hit 4 physical defense ------ Armor +1 Resistance +3% physical Unlife -60.00 life Disengage: Puts all charms on 13 turn cooldown Effective talent level: 1.0 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 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 96% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
pair of hardened leather boots 'Zubibeth' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag offense ------ Spellpower +5 (+2 eff.) Damage +6% acid +3% temporal +16% blight On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Resistance +7% fire +8% cold Disease Resist +23% other ------- Spell cooldown 10% A pair of boots made of leather. |
pair of rough leather boots 'Salildamina' (0 def, 5 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +3 Dex defense ------ Armor +5 Resistance +3% acid +9% cold +3% temporal Physical save +3 (+2 eff.) Stealth +5 Life Regen +2.00 Disarm Resist +20% A pair of boots made of leather. |
Furnacearc (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +9 Str +1 Wil +3 Con offense ------ Physical Power +9 (+3 eff.) Ignore resists +25% blight +10% fire defense ------ Armor +2 Crit Resistance 10.00% Unarmed combat: Weapon Damage 122% Range: 1.0x-1.1x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tybers (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +3 Mag offense ------ Physical Power +12 (+3 eff.) Mindpower +5 (+3 eff.) Damage +3% arcane defense ------ Armor +2 Fatigue +3% Resistance +3% mind other ------- Psi when Hit +0.12 Unarmed combat: Weapon Damage 132% Range: 1.0x-1.4x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +4 arcane On-crit, radius 2 +5 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Elenyrofast the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +15.00% Damage +6% temporal Ignore Shields +30% defense ------ Defense +2 (+1 eff.) Spell save +17 (+8 eff.) A pointy cloth hat, very wizardly... |
Guneblek the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Mag +3 Cun offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 14 defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Tidequarry' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Power +4 (+1 eff.) Mindpower +30 (+15 eff.) Damage +6% cold defense ------ Armor +1 Fatigue +1% Resistance +3% acid other ------- Psi when Hit +0.08 Max hate +6.00 A cap made of leather. |
troll-hide rough leather armour of fire resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Nature/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% fire Life +32.00 Life Regen +3.70 Healmod +10% A suit of armour made of leather. |
Venomstoker the quiver of ash arrows (17/17, 124% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Rare] Nature Weapon Damage 124% Range: 1.0x-1.4x Uses 50% Str, 50% Mag, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 17 Projectile Speed +200% On-ranged-hit +8 fire On-Hit, radius 1 +20 fire On-crit, radius 2 +20 nature On Hit: * 20 arcane resource burn * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 188 physical damage Arrows are used with bows to pierce your foes to death. |
barbed quiver of elm arrows (17/17, 122% power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego+] Master Weapon Damage 122% Range: 1.0x-1.4x Uses 70% Dex, 50% Mag, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +10.0% Capacity 17 On Critical: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
9 agate0.0 Encumbrance 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. |
112 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. |
4 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. |
5 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. |
6 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 (+4 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
iron pickaxe 'Bregydil' (dig speed 35 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +4 Str +6 Mag +1 Con defense ------ Armor +8 Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 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 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 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Jetnigh the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Con offense ------ Damage +18% acid +6% darkness Ignore resists +25% darkness defense ------ Resistance +6% blight +12% darkness Life Regen +3.00 other ------- 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. |
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. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 8 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 121.41 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Rod of Recall (1/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 269/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
elm totem of healing [power 110] (13 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
11 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Archer001 the Skeleton Archer level 12
1st Time of Equilibrium 122nd year of Ascendancy at 03:55 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Archer001 the Skeleton Archer level 22
7th Allure 123rd year of Ascendancy at 06:06 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Archer001 the Skeleton Archer level 20
57th Haze 122nd year of Ascendancy at 15:09 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Archer001 the Skeleton Archer level 10
43rd Dusk 122nd year of Ascendancy at 18:14 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Archer001 the Skeleton Archer level 20
57th Haze 122nd year of Ascendancy at 01:15 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Archer001 the Skeleton Archer level 19
47th Haze 122nd year of Ascendancy at 02:53 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Archer001 the Skeleton Archer level 6
36th Dusk 122nd year of Ascendancy at 15:37 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Archer001 the Skeleton Archer level 5
15th Dusk 122nd year of Ascendancy at 22:07 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Archer001 the Skeleton Archer level 23
13rd Regrowth 123rd year of Ascendancy at 16:55 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Archer001 the Skeleton Archer level 14
22nd Haze 122nd year of Ascendancy at 20:55 see stats
Log
You gain 2.11 gold from the transmogrification of spellwoven linen wizard hat of the sentry (1 def, 0 armour).
You gain 2.14 gold from the transmogrification of rough leather cap of the depths (0 def, 1 armour).
You gain 15.65 gold from the transmogrification of Bedig (1 def, 0 armour).
You gain 1.15 gold from the transmogrification of umbral hardened leather gloves (0 def, 2 armour).
You gain 23.22 gold from the transmogrification of Harehor the hardened leather gloves (0 def, 2 armour).
You gain 3.06 gold from the transmogrification of wanderer's pair of iron boots of evasion (4 def, 3 armour).
You gain 14.43 gold from the transmogrification of Dairavor the pair of iron boots (0 def, 6 armour).
You gain 22.17 gold from the transmogrification of woollen robe 'Noonkiller' (0 def, 0 armour).
You gain 2.92 gold from the transmogrification of surging ash magestaff of might (111% power, 3 apr, cold element).
You gain 3.45 gold from the transmogrification of lifebinding elm magestaff (100% power, 2 apr, cold element).
You gain 12.81 gold from the transmogrification of elm magestaff 'Scumfurnace' (100% power, 2 apr, fire element).
You gain 4.32 gold from the transmogrification of blighted ash starstaff (111% power, 3 apr, light element).
You gain 20.14 gold from the transmogrification of Borigorn the elm starstaff (100% power, 2 apr, darkness element).
You gain 19.86 gold from the transmogrification of Dimwill.
You gain 3.12 gold from the transmogrification of mossy mindstar of sand (75% power, 12 apr, mind damage).
You gain 4.81 gold from the transmogrification of creative mossy mindstar of frost (77% power, 12 apr, nature damage).
You gain 19.39 gold from the transmogrification of Isudakira the ash longbow.
You gain 9.60 gold from the transmogrification of Umbral Razor (129% power, 10 apr).
You gain 19.42 gold from the transmogrification of Fulodin the iron dagger (100% power, 5 apr).
You gain 5.64 gold from the transmogrification of plaguebringer's steel battleaxe of amnesia (115% power, 2 apr).
You gain 5.08 gold from the transmogrification of hateful iron battleaxe of rage (111% power, 1 apr).
You gain 16.18 gold from the transmogrification of Radiancewhisper the steel battleaxe (120% power, 2 apr).
You gain 0.65 gold from the transmogrification of shatter afflictions rune (absorb 50; cd 20).
You gain 1.00 gold from the transmogrification of wild infusion (res 16%; physical; dur 2; cd 16).
You gain 0.68 gold from the transmogrification of regeneration infusion (heal 60; 13 cd).
You gain 1.17 gold from the transmogrification of healing infusion of the wizard (heal 157; cd 10).
There is a A gate into the Maze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.











































































































