Character
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.
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.
Items Vault 1.7.6Donators/Buyers bonus! 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: Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
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 Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 26 / 82% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 26 on the 5th Regrowth 123rd year of Ascendancy at 22:01 / 1 |
Primary Stats
Strength | 18 (base 11) |
Dexterity | 86 (base 57) |
Constitution | 12 (base 10) |
Magic | 18 (base 10) |
Willpower | 10 (base 10) |
Cunning | 61 (base 52) |
Resources
Life | -161/650 |
Stamina | 0/175 |
Healing Factor | 1.2791526171257 |
Regeneration | 4.7968223142214 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 75 |
Accuracy | 67 |
Crit Chance | 34% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | 62 |
Accuracy | 67 |
Crit Chance | 32% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Nature | +9% |
Cold | +3% |
Blight | +3% |
Acid | +6% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Light | +5% |
Cold | +5% |
Fire | +10% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 34 (63.914983985962%) |
Defense | 76 |
Ranged Defense | 76 |
Fatigue | 0 |
Physical Save | 16 |
Spell Save | 12 |
Mental Save | 32 |
Defense: Resistances
Acid | + 14%( 70%) |
Blight | + 34%( 70%) |
All | + 9%( 70%) |
Lightning | + 45%( 70%) |
Light | + 14%( 70%) |
Temporal | + 23%( 70%) |
Darkness | + 17%( 70%) |
Fire | + 37%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Stun Resistance | 57% |
Bleed Resistance | 40% |
Confusion Resistance | 20% |
Disarm Resistance | 53% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 306 life over 5 turns. Its effects scale with your Cunning 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 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 215 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 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 grave | active |
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 Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)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 Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 has completed an elixir of the fox without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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 honey tree root. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | Arena the Shineumbra (0 def, 3 armour) Arena the Shineumbra (0 def, 3 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +3 Resists +5% lightning +6% temporal Die.at -80.00 life Max.HP +20.00 Confus- +10% A pair of boots made of leather. |
Light source | Zubybeth the brass lantern Zubybeth the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +3 Mag dps ---------- S.pwr/crit +2 Dmg.mod +3% blight ----- def ----- Max.HP +42.00 Heal.mod +10% Cut- +20% Stun/Frz- +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. |
On head | Zubylewyn the Obsidianrupture (0 def, 3 armour) Zubylewyn the Obsidianrupture (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +4 Dex +4 Cun dps ---------- Res.pen +20% darkness Apr +5 On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Armour +3 Fatigue +3% Resists +6% acid ---------- misc See.Invis +6 A cap made of leather. |
On hands | hardened leather gloves 'Durydil' (15 def, 14 armour) hardened leather gloves 'Durydil' (15 def, 14 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +5 Dex +2 Con dps ---------- Res.pen +5% mind Acc +6 (+2 eff.) ----- def ----- Armour +14 Defense +15 (+3 eff.) Phys.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Disarm- +33% Unarmed combat: Power 15.5 - 17.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Betura the Dourwill [power 206] (15 cooldown) Betura the Dourwill [power 206] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: ----- def ----- Armour +2 Defense +20 (+4 eff.) Resists +3% blight +9% temporal +9% darkness Die.at -40.00 life Sting an enemy dealing 225 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Urevor the Phoenixwreck Urevor the Phoenixwreck0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +12% fire Res.pen +10% fire ----- def ----- Defense +30 (+6 eff.) Resists +24% lightning Spell.save +3 (+3 eff.) Disease- +10% Cut- +20% Rings make your fingers look great! |
On fingers | copper ring of perseverance copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +23% Rings make your fingers look great! |
Around neck | Blizzardsin the copper amulet Blizzardsin the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature +3% cold Res.pen +5% cold ----- def ----- Armour +8 Resists +11% lightning +6% blight Disarm- +20% Stun/Frz- +24% Amulets make your neck look great! |
In main hand | Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | Shantiz the Stormblade (15-20 power, 20 apr) Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Cloak | linen cloak 'Kindlestinger' (1 def, 0 armour) linen cloak 'Kindlestinger' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% light Melee Ret 2 mind 4 acid ----- def ----- Defense +1 (+0 eff.) Resists +6% light Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Elivena the Weepserpent (0 def, 0 armour) Elivena the Weepserpent (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +3% fire On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Resists +8% blight +21% fire +3% nature +9% all Max.HP +48.00 HP.reg +2.50 Heal.mod +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the sneak (heal 177; cd 14) healing infusion of the sneak (heal 177; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 177 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
healing infusion of the wizard (heal 122; cd 15) healing infusion of the wizard (heal 122; cd 15)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 instantly heal yourself for 122 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 19%; magical; dur 4; cd 16) wild infusion (res 19%; magical; dur 4; cd 16)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 30%; physical; dur 3; cd 16) wild infusion of the sneak (res 30%; physical; dur 3; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 3 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. Press to compare to your current inscriptions |
teleportation rune (range 41; cd 10) teleportation rune (range 41; cd 10)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to teleport randomly in a range of 41 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing copper amulet cleansing copper amulet0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +10% nature +12% blight Poison- +22% Disease- +21% Amulets make your neck look great! |
stabilizing copper amulet stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% temporal Pinning- +21% Knockbk- +21% Amulets make your neck look great! |
starlit copper amulet of constitution (+4) starlit copper amulet of constitution (+4)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +12% light +11% darkness Blind- +20% Amulets make your neck look great! |
Camybar the steel amulet Camybar the steel amulet0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +2 Dex +2 Mag dps ---------- Spell.crit +4% Phys.pwr +10 (+5 eff.) Spell.pwr +4 (+3 eff.) Dmg.mod +5% light +5% temporal +5% darkness +5% physical ----- def ----- Armour +6 Resists +3% physical Phys.save +12 (+8 eff.) Amulets make your neck look great! |
Flashtide Flashtide0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid +6% light Res.pen +10% acid +15% light On Hit (Melee): * 20% chance to reduce armor by 21% ----- def ----- Resists +22% light +18% darkness Blind- +30% ---------- misc Light +2 Amulets make your neck look great! |
grounding steel amulet of strength (+3) grounding steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +12% lightning Stun/Frz- +20% Amulets make your neck look great! |
savior's gold amulet of manastreaming savior's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Phys.save +13 (+8 eff.) Spell.save +11 (+9 eff.) Mind.save +12 (+6 eff.) ---------- misc Mana/turn +0.25 Max.mana +26.00 Amulets make your neck look great! |
Salyrewe Salyrewe0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +15% physical Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +2 Defense +9 (+2 eff.) ---------- misc Max.stam +10.00 Max.psi +10.00 Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 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! |
copper ring of frost (+20%) copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings make your fingers look great! |
wizard's copper ring wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+6 eff.) Rings make your fingers look great! |
wizard's copper ring of lightning (+22%) wizard's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Spell.save +6 (+6 eff.) Rings make your fingers look great! |
Aretta the Sunfoe (15-18 power, 3 apr, arcane element) Aretta the Sunfoe (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+4 eff.) Dmg.mod +15% arcane +6% light Res.pen +10% darkness Melee Ret 8 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Armour +4 Hardiness +4% Resists +6% mind +3% light Phys.save +4 (+4 eff.) ---------- misc Max.P.En +10.00 Max.N.En +10.00 Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of fate (15-18 power, 3 apr, cold element) cruel ash magestaff of fate (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +12.00% Spell.pwr +6 (+4 eff.) Dmg.mod +15% cold ----- def ----- Phys.save +7 (+5 eff.) Spell.save +7 (+7 eff.) Mind.save +7 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Treeripper the steel longsword (16-22 power, 3 apr) Treeripper the steel longsword (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +16 darkness +12 fire On Crit.r2 +8 darkness On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +6% nature Melee Ret 4 nature 2 darkness On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Resists +6% nature Sharp, long, and deadly. |
Morrigor (50-70 power, 12 apr) Morrigor (50-70 power, 12 apr)3.0 T4 longsword 1H weapon Reqs Mag 40 [Unique] Arcane/Unknown Power 50.0 - 70.0 Physical Uses 60% Mag, 60% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 9.00 arcane and 9.00 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+13 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
chilling steel waraxe of massacre (19-27 power, 3 apr) chilling steel waraxe of massacre (19-27 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 cold One-handed war axes. |
Rainbile (10-13 power, 5 apr) Rainbile (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Nature Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 nature +16 physical While equipped: dps ---------- Phys.pwr +10 (+5 eff.) Res.pen +5% physical Melee Ret 2 cold ----- def ----- Resists +3% cold +1% physical Sharp, short and deadly. |
Xerena the iron dagger (9-12 power, 5 apr) Xerena the iron dagger (9-12 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 9.0 - 11.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 mind On Hit: * 12% chance to reduce all saves and defense by 17 While equipped: Stats +5 Str +3 Wil +2 Cun ----- def ----- Resists +6% light +6% nature +3% darkness ---------- misc Light +2 Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr) iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (11-14 power, 5 apr) iron dagger (11-14 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger 'Dayire' (10-13 power, 5 apr) iron dagger 'Dayire' (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Arcane Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +6 fire While equipped: Stats +2 Cun dps ---------- Melee Ret 8 light ----- def ----- Defense +5 (+1 eff.) Resists +3% light Teleport- +10% ---------- misc Infravis +1 Sharp, short and deadly. |
iron dagger of shearing (10-14 power, 5 apr) iron dagger of shearing (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Master Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% all Acc +7 (+2 eff.) Apr +6 Sharp, short and deadly. |
Bleakmonster the steel dagger (11-14 power, 6 apr) Bleakmonster the steel dagger (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Nature Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +4 cold While equipped: Stats +7 Con +7 Wil ----- def ----- Armour +8 Defense +20 (+4 eff.) Resists +6% blight +6% fire +3% darkness Max.HP +25.00 Sharp, short and deadly. |
Silent Blade (25-32 power, 10 apr) Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Cun, 65% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 59.07 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. |
warbringer's dwarven-steel dagger (17-22 power, 7 apr) warbringer's dwarven-steel dagger (17-22 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 17.0 - 22.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +8% physical ----- def ----- Disarm- +19% Sharp, short and deadly. |
Xerakira (6-7 power, 18 apr, mind damage) Xerakira (6-7 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature Power 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +20 physical On Hit.r1 +16 acid On Crit.r2 +8 mind While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +4% nature Apr +2 Melee Ret 4 physical On Hit (Melee): * 20% chance to reduce armor by 21% ----- def ----- Resists +4% blight Mind.save +12 (+6 eff.) Disease- +14% ---------- misc Max.stam +20.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ranger's cured leather sling of fire ranger's cured leather sling of fire4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +8 fire While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% fire Slings are used to hurl stones or metal shots at your foes. |
linen robe 'Zerodin' (0 def, 10 armour) linen robe 'Zerodin' (0 def, 10 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +2 Str +4 Con dps ---------- Dmg.mod +12% physical ----- def ----- Armour +10 Resists +12% physical +7% all ---------- misc Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of protection (2 def, 3 armour) mindwoven linen robe of protection (2 def, 3 armour)2.0 T1 cloth armor [Ego] Master/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) ----- def ----- Armour +3 Defense +2 (+0 eff.) Resists +7% all Phys.save +15 (+9 eff.) Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Charedge (0 def, 0 armour) Charedge (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature While equipped: dps ---------- Dmg.mod +7% acid +7% physical +10% light +9% cold +9% arcane +18% fire ----- def ----- Resists +10% acid +10% physical +15% light +38% fire +10% cold +5% arcane +9% all ---------- misc Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +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. |
hardened leather armour of lightning resistance (9 def, 6 armour) hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +22% lightning A suit of armour made of leather. |
radiant steel plate armour of cold resistance (0 def, 9 armour) radiant steel plate armour of cold resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +9 Fatigue +22% Resists +12% blight +17% cold +12% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
Glimmerclamor the rough leather belt Glimmerclamor the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +9% light ----- def ----- Resists +3% light Phys.save +6 (+5 eff.) ---------- misc Light +1 See.Invis +6 A belt that goes around your waist. |
cleansing rough leather belt of life cleansing rough leather belt of life1.0 T1 belt armor [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +6% acid +6% blight HP.reg +0.60 Heal.mod +12% A belt that goes around your waist. |
Cloudbone Cloudbone1.0 T3 belt armor [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +15% darkness Res.pen +10% lightning Melee Ret 4 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Resists +9% mind ---------- misc Mana/turn +0.23 Max.mana +31.00 A belt that goes around your waist. |
Zubussra the linen cloak (1 def, 0 armour) Zubussra the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Cun +1 Con ----- def ----- Defense +1 (+0 eff.) Resists +6% mind Crit.chn- 10.00% Knockbk- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dairyrach the cashmere cloak (2 def, 0 armour) Dairyrach the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +4% S.pwr/crit +4 Res.pen +15% arcane Phasing +30% Melee Ret 6 blight ----- def ----- Defense +2 (+0 eff.) ---------- misc Max.mana +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sunvenom (0 def, 1 armour) Sunvenom (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 6 blight Dmg.mod +4% blight +3% fire Res.pen +5% lightning +25% fire ----- def ----- Armour +1 Resists +6% blight Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 blight On Hit: 20% Soul Rot 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Harizilagas' (5 def, 2 armour) hardened leather gloves 'Harizilagas' (5 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +7 Mag +5 Wil dps ---------- Phys.crit +1.0% Spell.pwr +8 (+5 eff.) Melee+ 6 arcane Dmg.mod +5% arcane Acc +30 (+8 eff.) Melee Ret 10 blight ----- def ----- Armour +2 Defense +5 (+1 eff.) Resists +5% arcane Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 arcane On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Shadewrither' (0 def, 2 armour) hardened leather gloves 'Shadewrither' (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +2% Crit.mult +20.00% Dmg.mod +8% arcane Res.pen +20% darkness Melee Ret 4 darkness ----- def ----- Armour +2 ---------- misc Light +2 Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 arcane On Crit.r2 +9 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of the starseeker (0 def, 2 armour) hardened leather gloves of the starseeker (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +2 Cun +3 Mag ----- def ----- Armour +2 Resists +6% light +7% darkness ---------- misc Infravis +2 Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +27 light +13 darkness Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 35.23 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's hardened leather gloves of spellstriking (0 def, 7 armour) stone warden's hardened leather gloves of spellstriking (0 def, 7 armour)1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +4 Mag +5 Wil +7 Con dps ---------- Spell.pwr +7 (+4 eff.) Melee+ 4 arcane Dmg.mod +4% arcane ----- def ----- Armour +7 Hardiness +6% Resists +5% arcane +4% physical Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 arcane On Hit: 5% Stone Touch 3 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Mayyvena' (0 def, 2 armour) dwarven-steel gauntlets 'Mayyvena' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +3% acid +5% physical Spell.save +6 (+6 eff.) Die.at -20.00 life Blind- +20% Poison- +10% Unarmed combat: Power 28.5 - 39.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Aneradur the linen wizard hat (1 def, 0 armour) Aneradur the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Dmg.mod +11% acid ----- def ----- Defense +1 (+0 eff.) Resists +16% acid Max.HP +40.00 Cut- +20% Disarm- +10% A pointy cloth hat, very wizardly... |
Undeathscar the linen wizard hat (1 def, 0 armour) Undeathscar the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% nature +6% darkness On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane Spell.save +6 (+6 eff.) ---------- misc Equi/ret +0.90 Psi/ret +0.80 Hate/ret +0.90 A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Aerymira' (12 def, 10 armour) cashmere wizard hat 'Aerymira' (12 def, 10 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+5 eff.) Res.pen +10% physical Acc +15 (+4 eff.) ----- def ----- Armour +10 Defense +12 (+3 eff.) Resists +7% cold +7% fire +1% physical A pointy cloth hat, very wizardly... |
Belorin (0 def, 3 armour) Belorin (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Apr +4 ----- def ----- Armour +3 Fatigue +1% Resists +3% blight +3% fire Heal.mod +15% A cap made of leather. |
warlord's dwarven-steel helm of strength (+9) (0 def, 4 armour) warlord's dwarven-steel helm of strength (+9) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +9 Str +4 Wil dps ---------- Phys.pwr +8 (+4 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +5% physical Phys.save +7 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate 4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon 12 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 aquamarine 10 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst 6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+5 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+5 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
209 alchemist agate 209 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 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.(50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern 'Unlightoozer' brass lantern 'Unlightoozer'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Crit.mult +15.00% Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Resists +3% darkness +6% fire Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +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. |
Light of Revelation Light of Revelation2.0 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. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Bizzare Contraption Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+11 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
iron pickaxe 'Branubar' (dig speed 38 turns) iron pickaxe 'Branubar' (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% temporal Res.pen +10% temporal ----- def ----- Armour +2 Fatigue -4% Resists +3% cold Cut- +10% Pinning- +10% Knockbk- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)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. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Raj the Cornac Rogue level 15
51st Dusk 122nd year of Ascendancy at 17:10 see stats
By Raj the Cornac Rogue level 26
5th Regrowth 123rd year of Ascendancy at 06:34 see stats
By Raj the Cornac Rogue level 19
69th Dusk 122nd year of Ascendancy at 09:31 see stats
By Raj the Cornac Rogue level 10
4th Flare 122nd year of Ascendancy at 06:02 see stats
By Raj the Cornac Rogue level 20
70th Dusk 122nd year of Ascendancy at 03:43 see stats
By Raj the Cornac Rogue level 17
63rd Dusk 122nd year of Ascendancy at 01:15 see stats
By Raj the Cornac Rogue level 12
9th Dusk 122nd year of Ascendancy at 23:48 see stats
By Raj the Cornac Rogue level 14
29th Dusk 122nd year of Ascendancy at 13:39 see stats
By Raj the Cornac Rogue level 25
8th Allure 123rd year of Ascendancy at 03:09 see stats
By Raj the Cornac Rogue level 18
64th Dusk 122nd year of Ascendancy at 13:18 see stats
Log
Raj reacts to damage from Urkis, the High Tempest's Shock, mitigating the blow!.
Urkis, the High Tempest's Shock hits Raj for (59 reacted , -5 stam), 110 lightning (110 total damage).
Raj is dazed!
--------------------------------
Raj uses Infusion: Wild.
Raj is not dazed anymore.
Raj is cured!
Raj lessens the pain.
Raj performs a melee critical strike against Urkis, the High Tempest!
Raj performs a melee critical strike against Urkis, the High Tempest!
Raj performs a melee critical strike against Urkis, the High Tempest!
Raj steals life from Urkis, the High Tempest!
Raj hits Urkis, the High Tempest for 59 physical, 16 blight, 17 fire, 42 physical, 21 physical (155 total damage).
Talent Virulent Disease is ready to use.
Hurricane from Urkis, the High Tempest hits Raj for 84 lightning damage.
Urkis, the High Tempest speeds up.
Thunderstorm hits Raj for 48 lightning damage.
Urkis, the High Tempest casts Freeze.
Raj reacts to damage from Urkis, the High Tempest, mitigating the blow!.
Raj is encased in ice!
Urkis, the High Tempest hits Raj for (61 reacted , -5 stam), 113 cold (113 total damage).
--------------------------------
Raj performs a melee critical strike against Raj!
Raj performs a melee critical strike against Raj!
Raj hits Iceblock for 86 physical, 16 physical, 18 blight, 20 fire, 68 physical, 12 physical (216 total damage).
Melee retaliation hits Iceblock for 4 acid, 1 mind, 4 acid, 1 mind, 4 acid, 2 mind, 4 acid, 1 mind (19 total damage).
Hurricane from Urkis, the High Tempest hits Raj for (39 to ice), 58 lightning (58 total damage).
Raj the level 26 cornac rogue was volted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.